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System Design Benn Graybeaton, Nathan Dowdell &Jay Little Line Development Jason Durall & Chris Lites Writing Mark Finn, Richard August, Chris Lites & Jason Durall Approvals Patrice Louinet & Jeffrey Shanks Editing & Proofreading Sally Christensen & Ian Finch Cover Artwork Simon Bisley Interior Artwork Jorge Barrero, Shen Fei, Nick Greenwood, Gunship Revolution, Antonio José, Matthias Kinnigkeit Fares Maese, Ed Mattinian, Stark & Michael Syrigos Cartography Jose “Gigio” Esteras & Tobias Tranell Art Direction Mischa Thomas Lead Graphic Design Michal E. Cross Layout Thomas Shook Additional Graphic Design Dan Algstrand & Malcolm Wolter Produced by Chris Birch Operations Manager Garry Harper Community Support Lloyd Gyan Publishing Assistant Sam Webb With Thanks to The Robert E. Howard Foundation, Professor John Kirowan, H.P. Lovecraft, Fred & Jay at Cabinet Entertainment Published by Modiphius Entertainment Ltd. 3rd Floor, Ashbourne House, 35 Harwood Road, London. SW6 4QP, United Kingdom Legal © 2017 Conan Properties International LLC (“CPI”). Conan, Conan The Barbarian, Hyboria and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of CPI. All rights reserved. Robert E. Howard and related logos, characters, names, and distinctive liknesses thereof are trademarks or registered trademarks of Robert E. Howard Properties Inc. All rights reserved. The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2015–2017. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. Printed by Livonia Print, Ventspils iela 50, Riga, LV-1002, Latvia. Robert E. Howard’s ADVENTURES IN AN AGE UNDREAMED OF
TABLE OF CONTENTS Introduction CONAN THE THIEF . . . . . . . . 2 Chapter 1 THIEF CHARACTERS . . . . . . . 4 Thief Homelands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Thief Caste and Stories . . . . . . . . . . . . . . . . . . . . . . . . . 4 Thief Archetypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Thief Educations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Thief War Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Thief Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Thief Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Thieves’ Kits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Chapter 2 GAZETTEER . . . . . . . . . . . . . 21 Zamorian History and Background . . . . . . . . . . . . . 23 Major Cities of Zamora . . . . . . . . . . . . . . . . . . . . . . . . 23 Corinthian History and Background . . . . . . . . . . . . 36 Major Cities of Corinthia . . . . . . . . . . . . . . . . . . . . . . 36 Nemedian History and Background . . . . . . . . . . . . . 46 Major Cities of Nemedia . . . . . . . . . . . . . . . . . . . . . . . 46 Brythunian History and Background . . . . . . . . . . . . 55 MAJOR KINGDOMS OF BRYTHUNIA . . . . . . . . . . . . 57 Chapter 3 EVENTS . . . . . . . . . . . . . . . . 62 Personal Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 City and Town Events . . . . . . . . . . . . . . . . . . . . . . . . . 65 Kingdom Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Unnatural Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Combining Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Chatper 4 MYTH & MAGIC . . . . . . . . . 71 Honor Among Thieves . . . . . . . . . . . . . . . . . . . . . . . . 71 Gods of Thievery and Darkness . . . . . . . . . . . . . . . . . 72 Tools of the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Chapter 5 ENCOUNTERS . . . . . . . . . . . 77 Rogues Gallery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Names to Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Fearsome Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Chapter 6 HITHER CAME CONAN… . . 97 Chapter 7 THE WAY OF THIEVES . . . 101 Thieving Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . 101 Thieves’ Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Guilds and Gangs of Note . . . . . . . . . . . . . . . . . . . . . 109 The Fine Art of Thievery . . . . . . . . . . . . . . . . . . . . . . 114 Chapter 8 HEISTS . . . . . . . . . . . . . . . . 115 Turning the Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Hyborian Age Heist Generator . . . . . . . . . . . . . . . . 116 Chapter 9 HEROES OF THE AGE . . . . 125 Tyrius Lepidus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Jamil the Thieftaker . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Inarus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
CONAN THE THIEF INTRODUCTION A WORD FROM SHEVATAS… L et me speak to you as an equal, for I sense in you a kinship. I would never accuse you of purloining this fine volume. It no doubt fell off a book-seller’s cart, or perhaps was a gift from a colleague. Far be it from me to ask questions. I am more than passing familiar with this work, though, and can acquaint you with its contents. Conan the Thief is filled with adventure, danger, and ideas. When Robert E. Howard wrote Conan’s tales of thievery, he thrust his unruly barbarian into a short-lived career of certain peril and desperate adventure. Equipped with this volume, the gamemaster can inflict the same upon the player characters, filling them with dread and challenging their very lives, with fortunes riding on their wits and skill. If you have the nerves for such guidance, these pages contain everything required for creating and running games in which the player characters are desperate thieves. The world is awash with such men and women, their purses as empty as their stomachs. But cunning, speed, and dexterous hands can change one’s fate, should surety guide them. This volume is the complete guide to doing just that. Now… get going, quickly. The watch is after you! Chapter 1: Thief Characters New archetypes, life paths, talents, specialized equipment and weapons, and other vital ingredients for character creation and improvement. Chapter 2: Gazetteer Here are the cities and kingdoms of the Hyborian Age where thievery is at its most rampant — from fabled Zamora where every shadow is an assassin, rustic Brythunia, staunch Nemedia, to Shadizar the Wicked, where every street is redolent with depravity. This chapter is filled with incident, action, and information for thieves seeking fortune. Chapter 3: Events The world is filled with madness and adventure — and thieves can be involved in anything and everything. This section is a collection of ideas, occurrences — both trivial and significant — in which rogues might become embroiled. Chapter 4: Myth and Magic It is a time of powerful sorcery and deadly incantations which can rip asunder the veil of reality itself, plunging both wizards and their victims into dreadful darkness. Strange gods and stranger religions also take root in the minds of men and women everywhere — some for good, others for ill. “Well,” Conan was recovering some of his resilient confidence, “there’s no assurance that the thief will throw it away. If I know thieves — and I should, for I was a thief in Zamora in my early youth — he won’t throw it away. He’ll sell it to some rich trader. By Crom!” — The Hour of the Dragon
Introduction 3 Chapter 5: Encounters Within this section are descriptions of remarkable and terrifying figures that might offer thieves help or deadly hindrance, as well as a variety of strange and dreadful creatures to trouble even the most courageous of rogues. Chapter 6: Hither Came Conan… Just who was Conan when he ensured his survival by undertaking daring raids on the palaces of the rich and the towers of the mighty? This section describes Conan, with a summary of his adventures when he was a young and callow thief, though lethal as ever! Chapter 7: The Way of Thieves How do thieves become thieves? How do they carry out their specialized trade? What organizations do they band themselves into — and how might thieves join? All this and more is contained herein. This is the gamemaster’s personal toolbox. Read it, steal from it, mix it up, and forever fill games with larcenous fun. Chapter 8: Heists Find here the means to quickly assemble a host of adventures for thieves, using a few dice rolls. With this section, the gamemaster will never be short of an adventure again — and the thieves will never run out of things to steal. Chapter 9: Heroes of the Age Created by backers of the Robert E. Howard’s Conan: Adventures in an Age Undreamed Of Kickstarter campaign, these characters are provided for use as player characters or non-player characters to encounter. AN EXTRACT FROM THE FOREWORD TO“THE NEMEDIAN CHRONICLES: A PROPOSED CHRONOLOGY” …many have of course attempted to place specific dates on those events transpiring in the Hyborian Age as recorded in the Nemedian Chronicles. His peripatetic wanderings, guided only by his own instinct, are without parallel. Specifically, the life of Conan drove many scholars veritably insane in their attempts to chronologize it. I, myself, cannot pretend to have been untouched by this mania. When first I encountered the “The Nemedian Chronicles”, I, too, labored night and day to apply to them those sequences of numbers which make the past history, instead of consigning it to the realm of “once-upon-a-time”. It is tempting, even for those who have pretensions toward scholarly detachment, to wonder if, should he have lived in another time, might he have faced the mighty Achilles in battle? For, if the German excavator is correct in his grandiose speculations, then it seems true that the “fleet-footed” King of the Myrmidons also drew breath beneath the sun, as I believe Conan of Cimmeria did. And what a battle that would have been to witness. The reader must forgive me this digression: there is a point to this rambling and I will come to it. It is, I now believe, senseless to try and precisely date the events of the Hyborian Age so that they effectively cohere with our current notions of the earth’s epochs. Instead, we should understand the Hyborian Age, and specifically, the life of Conan, as being divided for us thematically. Yes, again I must apologize to my colleagues who dabble in the Classical field, for I wish to borrow their techniques. Conan’s life should not be approached as a series of dates for, quite clearly, this is not how the historians of the Hyborian Era understood it. Indeed, the classicists may rest easy, for Herodotus is still the Father of History. The nameless Nemedian chroniclers, however, understood time as something other than a linear series of events. Perhaps their notion of time was quite different from ours. Instead, let us see the life of Conan as the sequence of things he was and did. So, to the purpose of this monograph: before the glory of the throne of Aquilonia and the many triumphs of the battlefield, Conan was a thief. He was the lowliest kind of footpad and cutpurse. These aspects of the “Chronicle” are often overlooked, but should not be: the underworlds in which Conan once moved are as interesting as any of the palaces and great courts he later visited and ruled. It has ever been the dream of the schoolboy to take what he pleases: to be free of those great moral constraints we would place on him. In our own age, do we not worship the graven images of Billy the Kid and Jesse James? Why then, would we not worship that legendary barbarian all the more for what he was as a young man, when he was merely Conan the Thief? Prof. John Kirowan (PhD, FRS, FRAI, FRGS) Guest Lecturer, Department of Anthropology Miskatonic University Arkham, Massachusetts
Civilization can be a complicated, overbearing place. It is constructed on a code of unfairness, or so it seems to some who visit it for the first time from the barbarian kingdoms of the north. It protects the weak and restrains the strong. It prizes obedience and order, organizing men and women according to such arbitrary divisions as age and wealth and learning; it sanctions rudeness and ignorance by condemning the honest pursuit of vengeance against those who offend you. And in return it offers what? Poverty, paltry food, and the tyranny of those whom the unguessable laws of a city have placed in power over you. What should you do then, if you are one of those without the security of wealth? Accept the depredations of those wealthier than you, stronger than you, or invoke the spirit of those barbarians who take what they want through force of will. For that is what the thief is, in truth. He is civilization’s barbarian, the return of the wild to the tamer regions of the world, the authentic nature of humankind liberated from the shackles with which city walls and tall houses seek to restrain it. THIEF HOMELANDS Thieves can be from anywhere in the Hyborian kingdoms and beyond, as the forces that drive one to thievery are universal to most human societies. Players can choose to roll randomly or pick their character homeland as described in Step One: Homeland on page 13 of the Conan corebook, though this sourcebook focuses primarily on countries with thriving thief traditions, societies, and the environments they prosper best in — countries such as Zamora, Corinthia, Nemedia, and Brythunia. To get the most out of Conan the Thief, those homelands are recommended. THIEF CASTE AND STORIES Most thieves are products of their environments. Live long enough among the cesspits of the Maze and everyone finds their fingers a little lighter and their eyes a little more attuned to who hasn’t protected their coin purse properly. It is always possible, of course, that being raised in great wealth will produce the urge to steal, that sleeping each night on the silken sheets of Vendhyan royalty will create a lust for the unobtainable that might only be sated through THIEF CHARACTERS CHAPTER 1 Native rogues were the dominant element — dark-skinned, dark-eyed Zamorians, with daggers at their girdles and guile in their hearts. But there were wolves of half a dozen outland nations there as well. There was a giant Hyperborean renegade, taciturn, dangerous, with a broadsword strapped to his great gaunt frame — for men wore steel openly in the Maul. There was a Shemitish counterfeiter, with his hook nose and curled blue-black beard. There was a bold-eyed Brythunian wench, sitting on the knee of a tawny-haired Gunderman — a wandering mercenary soldier, a deserter from some defeated army. — “The Tower of the Elephant”
Thief Characters 5 theft. But, just as there are some born to power and prestige, so too are some born to rob and steal. In every society, there are intergenerational gangs of criminals, places where you learn the arts of larceny in the cradle and are tutored in robbery, as a squire is the sword. Player characters wishing to join these intergenerational gangs should first consider their castes. For most, the only caste that makes sense is that of Outcast (see page 20 of the Conan corebook), but in regions where such gangs proliferate, the gamemaster may also allow player characters to be from the Outlaw caste, described below. Should player characters be from the Outlaw caste, they can choose not to roll Education but instead roll to see what their apprenticeship was like. Once the player characters’ stories are rolled, they gain the option of rolling an Apprenticeship. OUTLAW (CASTE) Caste Talents: Tradesman, Vagabond Skill Gained: Society Social Standing: 0 OUTLAW STORIES Roll Event Trait 1–3 Nobility in All But Name Isolated 4–6 With Overflowing Pockets Bedeviled with Requests 7–10 Honor Is Key Known and Respected 11–14 A Family of No Standing Mistrusted 15–17 A Victim of Justice Branded 18–20 An Example Must Be Made Hunted Nobility in All But Name How did you end up like this exactly? Less than a generation ago, your family was wealthy and respected, simply waiting to be awarded the land and title which would have officially elevated them to the aristocracy. And then it all vanished. The money, the acclaim, the servants, the houses, and the bright and glorious future. Now all you have is a gnawing hunger in your belly and a chip on your shoulder. Unsurprisingly, where you live now, your accent, and your mannerisms mark you as a former member of the detested elite. You are alone — you learned your trade the hard way, and only recently have you fallen in with a group you might call friends. Your loyalty to your fellow player characters is absolute and unyielding but, where anyone else is concerned, you might be something of a liability. THIEF ANCIENT BLOODLINES The Ancient Bloodline talent (described on page 17 of the CONAN corebook) indicates that one or more of a player character’s high attributes is due to the influence of a lineage descended from the powerful ancestors of old. These manifest in certain ways during the course of play, and are powerful indicators of the hold the dim and forgotten past has over the present. A player character with this talent might choose to amend it on the character sheet (to “Ancient Bloodline: Zamorian”, for example) or can use the basic description from the CONAN corebook, unmodified. Each homeland represents a specific ancient heritage, described below. ■ BRYTHUNIA: The Brythunian heritage is almost entirely Hyborian, a remnant from that tribe’s wandering. When this talent comes into play, the player character feels a powerful sense of pride and connectedness to the Hyborian people, almost to a fault. Others will get a sense of this direct lineage to the primary Hyborian bloodline. ■ CORINTHIA: Though the origin of the Corinthian people does not extend beyond the Cataclysm, they were nonetheless a flourishing kingdom when the empire of dreaded Acheron rose and fell. A Corinthian exhibiting the effects of this trait will feel a flush of satisfaction and a slight superiority, and others might sense a bit of arrogance. ■ NEMEDIA: Born out of the ashes of ancient Acheron, this country’s descendants are inheritors to the rich tradition of knowledge and scholarship that the land is known for. When this talent manifests, the player characters may feel the weight of antiquity and a sense of the immensity of time press upon them, while others beholding them may feel detachment and aloofness. ■ ZAMORA: These folk are descended from the Zhemri, one of the races that came into being after the Cataclysm. Whenever this talent manifests itself, those nearby will experience illicit sensations of bygone times, hints of some ancient depravity and debasement. For a thief-based campaign, this is not necessarily a bad thing. The Ancient Bloodline talent is in all other respects identical to the version presented in the CONAN corebook.
6 CHAPTER 1 With Overflowing Pockets Too much money and too little sense. That might have been your family’s motto. Money was easy to come by — clever trading, greasing the right palms and, of course, not being averse to stealing and killing when required — and you made the most of it. It made you popular, but it also drew attention. The kind of attention that can help a young thief on his way to fame and glory, and the kind that can result in a young body swinging slowly from a gibbet. It really isn’t easy to tell which is most likely; what is easy to guess is that people are going to be coming to you for loans whenever they need it. A slow week in the thieving world is likely to see a host of foreigners suddenly claiming a deep and abiding friendship with you and your family. You might be able to call in some of these favors in the future — but people are quick to forget. Anyway, now you’re trying to make it on your own. What makes you think you can rely on the family money? Honor Is Key Honor and reputation is everything. It always has been. You would never step away from a challenge, and this led you into some unfortunate situations — you’ve got a network of scars all over you and a number of tales which end bloodily as a result. You also have, however, a reputation and a standing amongst thieves which, if not yet entirely secured upon your own merit, has the authenticity of a long-earned family guarantee. That’s the thing with intergenerational thievery; it’s not as though you are likely to suddenly betray the principles you were raised with. You understand the way things are done and why they are done that way. Yes, maybe sometimes they may seem imperfect, but these are traditions for a reason. You know them, you’ve learned them and by Bel’s keen ears, you’ll uphold them. It’s honor, after all. A Family of No Standing Someone in your family talked. Sometime in the past they offered someone up in exchange for their own life. People remember. It wasn’t you that made that choice — and maybe you never would — but the memory lingers in close-knit communities like those of thieves. You’ve been allowed into the fold but there are still whispers when you pass by. There are still those who openly curse your family’s name. Your mates would never do so — they know you and your loyalty to them — but those voices still whisper. A Victim of Justice They caught you. They made sure that everyone knew they caught you. Your skin is permanently scarred with the mark of your failure and their triumph. The thick, black weals rising from your flesh bears that most accusatory of epithets: thief. Of course, you are a thief and damn the gods themselves if they think you’ll be ashamed of that fact, but still… it doesn’t help to advertise in this business. And now, no matter how many successful heists you manage to pull off, no matter how wealthy you become, the mark of your failure will never leave you. None of your family bore this mark. You have failed in a way that they did not. Now you must succeed as greatly as you once failed. An Example Must Be Made The problem with coming from a lineage of thieves is that sometimes you don’t get a say in the crimes you’re held responsible for. And that’s what’s happened to you, pursued by those who accuse you for a crime you did not commit. Or maybe you actually did it. It honestly doesn’t matter. Your name is the same, your reputation identical to those who took part. Vengeance is coming. And it’s going to get you if you aren’t smart. It’s faster and more dangerous than the implacable men and women on your trail. Start running… you’ve got a long way to go yet. THIEF ARCHETYPES Players may choose any one of the following archetypes during character creation. As with the archetypes in the corebook, this merely determines the path of your character at the beginning of the game. Where your character decides to go once the game starts is something the players and gamemaster will explore together. War stories and training details can likewise be embellished or altered to reflect a life spent learning the trade of thieving, at the gamemaster’s discretion. TAURUS SPEAKS “Ho, so you’re not some run of the mill cutpurse, are you? Well, you’ll have no trouble plying your… ah… more specialized trade here, but remember this, my young friend: everyone is a thief at some point in their lives. Everyone”. “The first time you haven’t eaten in three days, you’ll forget all about that fancy equipment and those lovely clothes and you’ll wonder how fast you can snatch a loaf of bread from the marketplace and make away with it. It’s not always finesse that gets the job done”.
Thief Characters 7 ASSASSIN Killers from Zamora, skulking in the dark, striking silently, and leaving no trace save a bloodied corpse are the stuff of legend — a bogeyman conjured up by superstitious governesses to scare young lords and young ladies into obeying their elders. These whispered deeds of death imply that the assassins are something more than human. Not surprisingly, these legends come from the assassins themselves, who understand the value such tales have on the uninitiated. The upper-class nobles who look past the legends pay well for the services of these killers. Operating primarily from the city of Shadizar, the assassins known as the Black Hand hire out to whomever has the most gold, and they pride themselves on their “fealty to the coin”, meaning that they will honor any contract to completion, provided that the money is right. Legends around the origin of their name vary widely. Some say the hands of these assassins are permanently stained from handling deadly plants used in their vicious poisons. Others claim they wear one black glove at all times to identify fellow members. Only members of the Black Hand know the truth. Assassins who ply their trade outside of Zamora are either self-taught or have broken away from the Black Hand for one reason or another. Occasionally, this causes friction between the freelancer and the Black Hand, especially if the freelancer encroaches on the Black Hand’s market in a given area. PLAYING AN ASSASSIN Because of their violent reputation and legendary prowess, most assassins choose to pass themselves off as a more innocuous profession when dealing with others. Doing so allows them to hide in plain sight, and often makes it easy to get close to their target. Many assassins learn the art of disguise for just such a purpose. If the assassin is a member of the Black Hand (page 32), then they are considered a Patron and will periodically contact the character with contracts to carry out. CAREER SKILL: +2 Expertise and +2 Focus in Stealth CAREER TALENT: Living Shadow (page 85 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Acrobatics, Alchemy, Ranged Weapons, and Observation ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Melee, Society, or Survival EQUIPMENT: ■ Two weapons of choice ■ Choice of a padded jerkin (Armor 1; Torso, Arms) or a mail vest (Armor 3; Torso; Noisy) ■ Fine traveling clothes ■ Alchemist’s kit ■ Traveler’s survival kit ■ A riding horse or donkey OPTIONAL: ■ Faction membership in The Black Hand (see page 32)
8 CHAPTER 1 BLOODY RIGHT HAND Everyone needs a bastard; everyone who runs the streets knows the type — the dangerous ones, the ones without any fear or pity behind the eyes. The kind of person who doesn’t ask “Why am I breaking this arm?” but instead ponders “In how many places?” This is the bloody right hand; the thief, enforcer and general purveyor of bad news found in every back alley in every city in every kingdom in the world. That’s not to say there aren’t regional differences; an Aquilonian right hand is likely to wield a cosh instead of a knife and to rely on intimidation more than violence. A Zamorian equivalent is likely to have half a dozen knives and be more than prepared to sheathe them in prospective targets. Talented in a number of areas and with a willingness to attempt any crime, no matter how dangerous and difficult it may be, the bloody right hand is a survivor, capable at everything and of anything. Able to sense which way the tides of power are flowing — a notoriously difficult thing to do given how fast power dynamics can alter — the bloody right hand is loyal, as far as it suits him, and deadly, when given the opportunity. And every head of a thieves’ guild employs a bloody right hand, in one way or another. It teaches the reality of thieving, more than it teaches the art. PLAYING A BLOODY RIGHT HAND You are the proverbial jack of all (criminal) trades; you have a grasp of how to achieve anything you might be tasked with. Sure, you might not be as fancy at climbing over a wall as a master thief but you’re a damn sight cooler when fists and knives start flying. Perhaps you don’t vanish into a crowd with the well-practiced skill of a spy, but you do well enough at hiding in plain sight and you’ll be damned if the spy can pick three pockets at the same time. You’re the backbone of the underworld. You’re invaluable and never to be underestimated. Perhaps you felt it was time to break away from the crime lord you’re serving — time to explore the world a little for yourself. Perhaps you see a route to the top opening up, if you can get some loyal men and women on your side. Perhaps you finally said “no” to one last murder. Who knows? Only you do. But the bloody right hand is going to make damn sure that he and his friends make it out alive. CAREER SKILL: +2 Expertise and +2 Focus in Melee CAREER TALENT: No Mercy (see page 73 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Observation, Parry, Ranged Weapons, and Thievery ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Command, Persuade, or Stealth EQUIPMENT: ■ Two daggers or a sword ■ Heavy clothing and a brigandine vest (Armor 3; Torso) ■ Clothes and accoutrements for a second identity ■ Thieves kit ■ Traveler’s survival kit ■ Riding horse or donkey
Thief Characters 9 FENCE There is always a middleman. How does the graven image of Ibis come to be in the hands of the wealthy, decorous nobleman? Does he buy it from a thief in an alleyway encrusted with grime and the sour vomit of a Nemedian mercenary? No, of course not. He has it brought to him by the fence. The man or woman who knows everyone. From the crudest street thug to the most eloquent scholar, the Fence is welcomed by anyone with something illegal to sell or who wants to buy something which can only be acquired through somewhat dubious means. Fences are intelligent and subtle — or at least the best ones are. They survive by always knowing the right card to play at the right time, the right thing to say at the right moment. They know who can find just the right tool to pick that exquisitely complex lock or which brothel owner will hide a wanted thief in return for that little jade amulet. Canny, tough and ruthless, Fences are invaluable assets to their friends and companions and dangerous enemies to their foes. Because, if a fence can’t beat you in a sword fight, he’ll know just the person who can. PLAYING A FENCE As a fence, you’re a strategist and a planner. You can gain access to places, using your reputation and innate capacity to gauge what a person wants and giving it to them in order to do so. You have an excellent sense for how much an object might be worth, of its history and provenance. You are an expert in thievery — though your practical skills might not be up to much, you make up for that by being accomplished in a number of other areas; moving between the very rich and the very poor has given you an unusual mixture of skills but that only means you can do things which no one expects you to be able to do. CAREER SKILL: +2 Expertise and +2 Focus in Insight CAREER TALENT: Sixth Sense (page 68 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Lore, Observation, Persuade, and Thievery ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Craft, Melee, and Society EQUIPMENT: ■ A single melee weapon (something dignified and unobtrusive: a dueling sword or dagger) ■ Traveling clothes (non-descript, blending in anywhere) ■ A magnifying glass ■ Traveler’s survival kit ■ Riding horse or donkey
10 CHAPTER 1 HIGHWAYMAN If the skills gained in the Maul are likened to wielding a rapier, then the highwayman’s technique is a blunt instrument. Using charm, intimidation, and the threat of violence to accomplish his goals, the highwayman takes what he needs to survive from unwary travelers, traders, caravans, and merchants. There’s a name for these bandits in every country. In Brythunia, they are called brigands. In Corinthia, they are outlaws. Nemedia calls them road agents. Whatever the term, the highwayman operates on the fringes of society, and rarely alone. All jackals hunt in packs. Playing a band of highwaymen is certainly an option for a group of players, and not all of the players need to take this archetype. A sorcerer can travel within a gang of outlaws, as can a soldier or scholar. Otherwise, it is assumed that the highwayman is between gangs for a reason. This would relate to their war story, and likely provides a hook for future adventures. With the Road of Kings running through Zamora, Corinthia, and Nemedia, there are plenty of opportunities for like-minded individuals with the right amount of daring and bravado. PLAYING A HIGHWAYMAN Fellow thieves will surely not mind someone with the highwayman’s abilities sharing the road with them, provided that everyone keeps one hand on their coins and the other away from their swords. Other types of characters may not be as forgiving, especially if there’s a run-in with bandits in their backstory. CAREER SKILL: +2 Expertise and +2 Focus in Persuade CAREER TALENT: Force of Presence (page 76 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Command, Melee, Parry, and Thievery ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Animal Handling, Linguistics, or Survival EQUIPMENT: ■ Two melee weapons of choice ■ A suit of mail armor (Armor 3; All Locations; Noisy) or brigandine long coat (Armor 2; Torso, Arms, Legs) w/ helmet (Armor 3; Head; Heavy) ■ Plain traveling clothes ■ Traveler’s survival kit ■ A cheap riding horse
Thief Characters 11 MASTER THIEF Far more severe than a mere honorific, the master thief has certain obligations and traditions to uphold. His code of honor is legendary, after all, and reflects not only upon himself but every other who make their living through relieving others of their wealth. Of course, this code of honor is a strange, confusing thing to any who aren’t thieves. For instance, master thieves may never turn down an opportunity to steal, or sacrifice another thief in order to preserve their own lives. Master thieves are not simply thieves with greater skills than another: they are masters of thieves, the aristocracy of the underworld, and they must act like it. Master thieves are planners and plotters, whether working alone or with a hand-picked crew. Becoming a master thief requires the dedication of a lifetime — it is a path that must be decided upon at a young age and pursued with the diligence that sorcerers must commit to their study of rites and rituals. Agility, intelligence, and the means by which even the most highly guarded of locations can be broken into… all of this a master thief must learn. Very few master thieves can call themselves thusly and not be Zamorian by birth. Those that do had to prove themselves and test their mettle at least twice, if not three times, before being grudgingly allowed to use the title. PLAYING A MASTER THIEF The master thieves of Zamora live by a code of honor. This allows for a measure of respect in certain quarters, and healthy contempt elsewhere. Master thieves all have a certain swagger, a confident bravado that makes them good as leaders of a small bands of thieves, or self-reliant in solo situations. CAREER SKILL: +2 Expertise and +2 Focus in Thievery CAREER TALENT: Thief (page 88 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Athletics, Command, Observation, and Stealth ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Acrobatics, Craft, or Persuasion EQUIPMENT: ■ Melee weapon of choice ■ Padded Jerkin (Armor 1; Torso, Arms) ■ One piece of unique thief equipment (one-shot, non-lethal) ■ Thieves’ kit ■ Plain traveling clothes
12 CHAPTER 1 RELIC HUNTER Nemedia is the cultural center of the Western kingdoms, with vast holdings of ancient artifacts and lore that they have successfully used to model their civilization upon. The church of Mitra is especially eager to acquire these cultural relics, for posterity, you understand. And in doing so, it becomes necessary to employ certain people, with an eye for treasure and a vast network of contacts, to collect these precious objects. The relic hunter is well-versed in the lore of the ancients and smart enough to know how to avoid trouble, most of the time. Rubbing shoulders with smugglers and less-trustworthy thieves is dangerous work, and the relic hunter can navigate those troubled waters with relative ease. Their knowledge of high society can be an asset in these situations. PLAYING A RELIC HUNTER Relic hunters are opportunistic to the point of ruthlessness. Whether working for a wealthy collector, the church of Mitra, or a head of state, their eyes are always on the prize, and they are not above withholding delivery of an antique if the price doesn’t suit them. Not all relic hunters are untrustworthy, but there is always something in it for them in every job — be it wealth, renown, personal leverage, or all of the above — relic hunters make a note of every angle and plays the odds until they are in their favor. CAREER SKILL: +2 Expertise and +2 Focus in Lore CAREER TALENT: Scribe (page 72 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Counsel, Observation, Society, and Thievery ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Acrobatics, Craft, or Stealth EQUIPMENT: ■ A sword or two daggers ■ One set of expensive clothes and a more common set of digging garments ■ Mapmaking tools ■ Excavating tools ■ Traveler’s survival kit ■ Riding horse or donkey
Thief Characters 13 SPY In the civilized kingdoms of the world, there is overt diplomacy, often carried out in arranged marriages, exchanges of gifts, and bequeathing holdings. Then there is covert diplomacy, conducted by men with no name, who pry secrets from unwilling lips and bring them back to their masters to use as leverage in the next round of negotiations. Wherever there is politics, there is a need for spies. Spies and thieves spend a great deal of time together and, for those thieves who can restrict their urge to pilfer from pockets (unless absolutely necessary), spying can provide a path to a slightly more respectable way of life. If you survive long enough, of course. Thieves guilds also use spies, to ensure that the nobility isn’t considering doing anything stupid like “cleansing the streets”. Influence is power and spies are the ones who use it best. Nemedia and Corinthia are hotbeds of political activity, and thus, are rich in opportunities for spies. Brythunia, too, makes use of spies on occasion. Zamora uses them extensively; in fact, Zamorians use spies in place of any other kind of diplomat, preferring instead to bribe and cajole through the judicious use of illegal trade and goods than negotiate like any other nation. In Zamora, the underworld is understood more than any other place on the continent, and the spy also knows that it is far more effective at ensuring deals get made, and adhered to, than other more traditional forms of diplomacy. PLAYING A SPY Good spies reveal nothing, give up nothing, unless it directly benefits them. Often, a spy will bait others into doing his job for him. The mission is all that matters, and there is nothing a good spy wouldn’t do to obtain the information required. This would include betraying a colleague, if the stakes were high enough, but spies do their utmost to avoid this: they pick their comrades carefully, ensuring that their goals are aligned. And, if their comrades don’t have any agendas beyond getting rich, so much the better. CAREER SKILL: +2 Expertise and +2 Focus in Observation CAREER TALENT: Sharp Senses (see page 74 of the CONAN corebook) MANDATORY SKILLS: + 1 Expertise and Focus to Linguistics, Persuade, Society, and Stealth ELECTIVE SKILLS: +1 Expertise and Focus to two of the following skills: Lore, Melee, or Thievery EQUIPMENT: ■ Melee weapon of choice ■ Heavy clothing ■ Thieves’ kit ■ Set of plain clothes ■ Traveler’s survival kit ■ Riding horse or donkey
14 CHAPTER 1 THIEF EDUCATIONS Players desiring more suitable educations for their thief characters may roll a d20 or pick an education. However, unlike those in the Conan corebook, these backgrounds represent specific training at the hands of a skilled type of thief. However, these are not mandatory. Player character thieves are nonetheless able to choose from educations in the corebook, as well as these. THIEF EDUCATION Roll Master Roll Master 1–2 Fence 11–12 Standover Man 3–4 Burglar 13–14 Spider 5–6 Confidence Man 15–16 Bandit 7–8 Rustler 17–18 Quack Physician 9–10 Lock Breaker 19–20 Thug FENCE You either worked for a local fence, paying attention the variety of items being brought in almost as closely as those who sought to sell them, or you dealt with a fence that took a particular liking to you, teaching you how to identify valuable items, to bargain for a good price, and to re-sell them without earning the attention of the law. Mandatory Skills: +1 Expertise and +1 Focus to Lore, Observation, Stealth Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Insight, or Society Talent: One talent associated with any of the above skills Equipment: An additional 3§ in Gold (1 Gold minimum) and one item of value that cannot be easily sold. The gamemaster should determine the exact item, its worth, and its original owner(s). BURGLAR You spent your formative years as an apprentice or assistant to a burglar, as part of a small gang of thieves that focused on burglary, or you figured it out for yourself. You’ve learned how to case a potential site, search for traps, watch for guards, and how to get in and out without notice. Mandatory Skills: +1 Expertise and +1 Focus to Athletics, Acrobatics, Stealth Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Discipline, Society, or Thievery Talent: One talent associated with any of the above skills Equipment: An additional 1§ Gold (1 Gold minimum), a pry bar, and lockpicks. CONFIDENCE MAN Whether it was family or strangers who taught you how to spin elaborate lies and convince others to trust you, you learned the subtle art of persuading people to act against their best interests, spending money on junk or otherwise behaving in a manner contrary to their beliefs. Mandatory Skills: +1 Expertise and +1 Focus to, Insight, Observation, Persuasion Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Alchemy, Athletics, or Healing Talent: One talent associated with any of the above skills Equipment: Three sets of clothing to help you blend in with your intended marks: noble, tradesman, and peasant. RUSTLER Unlike other thieves, you spent your youth in the countryside, working with a group of cattle — or horse-thieves. You learned how to find them and to move with stealth into their barns, corrals, or pastures and lead them away without detection, and to train them for later re-sale. Mandatory Skills: +1 Expertise and +1 Focus to, Animal Handling, Craft, Survival Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Athletics, Melee, or Resistance Talent: One talent associated with any of the above skills Equipment: One riding horse, mule, or cow (pick one). A saddle and tack, if appropriate. LOCK BREAKER Many are the thieves who use brute force to get what they want, while your apprenticeship was spent poring over locks and other mechanical devices, learning how to disable and dismantle them. While others learn to steal and escape quickly, yours is the art of stealing and leaving no trace there was ever a theft. Mandatory Skills: +1 Expertise and +1 Focus to Craft, Discipline, Thievery Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Alchemy, Lore, or Stealth Talent: One talent associated with any of the above skills Equipment: Locks, lockpick set.
Thief Characters 15 STANDOVER MAN Early on in life, you fell in with a standover man — someone who extorts money from tradesman through intimidation, usually a threat of violence. You went along as your mentor did their rounds, going from shop to shop and getting payment in return for being left alone. Sometimes it was necessary to show reluctant victims that it was no idle threat, but most of the time, the looming specter standing over them as they counted out their protection money was enough. Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Insight, Thievery Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Melee, Parry, or Resistance Talent: One talent associated with any of the above skills Equipment: An additional 3§ Gold, an easily concealable hand weapon, and an apple taken from a vendor’s stall. SPIDER To thieves, a “spider” isn’t someone who climbs walls — it’s someone who sits in the middle of the web, watching and waiting, then pouncing when prey comes along. You apprenticed with just such a mentor, learning how to cultivate sources, leads, connections… how to barter for information and how to create a web of contacts that could get you what you want, and to help you get what others want. Mandatory Skills: +1 Expertise and +1 Focus to Observation, Stealth, Thievery Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Command, Insight, or Persuade Talent: One talent associated with any of the above skills Equipment: Fine set of clothing, fake documents or badge of office, contacts high and low. BANDIT Out in the countryside with a gang of like-minded thugs, you and your allies preyed upon travelers, merchant caravans, and others who dared leave the safety of cities and their estates. You learned how to pick those ripe for looting, and those to avoid. Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Resistance, Survival Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Ranged Weapons, Society, or Stealth Talent: One talent associated with any of the above skills Equipment: Wineskin and dried meat, heavy cloak, walking staff. QUACK PHYSICIAN You learned the healer’s art alongside one who sold false remedies to unwitting peasants, sometime even pretending to be miraculously cured. Occasionally you and your mentor treated some of the high and mighty, relieving them of their imagined pains as easily as you did their coin. Despite selling little more than flavored oils and wines, you nonetheless learned a bit about actual medicine. Mandatory Skills: +1 Expertise and +1 Focus to Counsel, Healing, Persuasion Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Alchemy, Lore, or Sorcery Talent: One talent associated with any of the above skills Equipment: Additional 2§ Gold, healer’s kit, 4 bottles of false cures. THUG At the basest level of thievery looms the thug, a brute with little finesse, style, or training, used as henchmen and muscle by criminals across the continent. Maybe a family-member was a thug, showing you the ropes, or you joined the entourage of a gang leader and learned the brutal techniques of thuggery there. Mandatory Skills: +1 Expertise and +1 Focus to Melee, Ranged Weapons, Resistance Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Command, Discipline, or Persuasion Talent: One talent associated with any of the above skills Equipment: Blunt weapon of choice, leather jerkin (Armor 2; Torso), at least one intimidating scar. THIEF WAR STORIES Instead of a war story (determined in Step Eight: War Story on page 40 of the Conan corebook), thieves usually have heists of note, particularly big scores that they are known for and helped shape their worldviews. Thief characters can roll on the Heists of Note table, pick a desired result, or can choose instead to have a war story from those provided in the Conan corebook. THIEF TALENTS The following talents are especially useful for thief player characters, but might be allowed for others, at the gamemaster’s discretion and if the prerequisites are met.
16 CHAPTER 1 ATHLETICS TALENT Perfect Cast Prerequisite: Strong Back Experience Point Cost: 200 You are highly skilled throwing rope where you want it to go, whether with grappling equipment or not, and securing it in advantageous spots. When climbing, you can reduce or increase the Difficulty for Athletics tests by one step. Everyone climbing the rope suffers the same bonus or penalty, which is decided when the rope is cast. You can attack with a noose as if it were a regular ranged weapon. A noose counts as a Garotte with the Thrown (C) quality. ALCHEMY TALENT Poisoner Prerequisite: None Experience Point Cost: 200 You’ve made a study of toxic plants and animal venoms and can distil their essences down to a single dose, to be administered by mouth or at the end of a weapon. You have access to lotus powder petty enchantments and all other venoms. When using this petty enchantment, you may attempt higher Difficulty tests to increase the power of a particular enchantment, as if possessing the Master of Formulae talent for the poison. You may experiment during your downtime between adventures, to find and/or create other poisons with different effects, such as blindness (for example). Such research requires a Daunting (D3) Alchemy test, and requires three times the amount of ingredients that the poison might need. Successful poison creation makes enough poison to coat a dagger blade or a handful of powder; in other words, a single dose, which is enough to affect a human-sized living creature. Once applied to a weapon, it must be used within a few hours or it will lose its potency. Powders will last much longer but are more difficult to administer and must either be fed to a character or released as a gas. Readying a poison to be released as a gas requires an additional Daunting (D3) Alchemy test to prepare the mixture. Once the mixture has been prepared, deploying it is managed as a standard Ranged Weapons attack which releases the poison with the Area quality. This test cannot be dodged with Acrobatics, but can be avoided with a Defend Reaction using the Alchemy skill. This talent can be taken as an alternative to the Alchemist talent as the first step in the Alchemy talent tree (on page 58 of the Conan corebook). LORE TALENT Excavator Prerequisite: None Maximum Ranks: 3 Experience Point Cost: 200 You are trained to recognize, identify, and retrieve the relics of the past. When searching for any treasure or artifact, or when attempting to identify their use or value, any Difficulty test is reduced by one step. Additional ranks in this Talent generate 1 Momentum per rank in any related Difficulty test. HEISTS OF NOTE Roll Select Heists of Note Skill Improvements 1–2 Sacked a Mystery Cult Temple +1 Expertise and Focus to Melee and Sorcery 3–4 Robbed a Merchant Caravan +1 Expertise and Focus to Animal Handling and Persuade 5–6 Stole a Mysterious Object for a Stranger +1 Expertise and Focus to Discipline and Insight 7–8 Robbed a Drunk of an Expensive Piece of Jewelry +1 Expertise and Focus to Observation and Society 9–10 Sold Forged Goods in the Market +1 Expertise and Focus to Athletics and Craft 11–12 Plundered a Merchant Vessel at Sea +1 Expertise and Focus to Ranged Weapons and Sailing 13–14 Performed as “Angry Drunk” and “Out of Control Lover” While Robbing Tavern Folk +1 Expertise and Focus to Parry and Persuade 15–16 Served a Nobleman as His Thief of Choice +1 Expertise and Focus to Insight and Society 17–18 Survived a Horrible Gang War +1 Expertise and Focus to Parry and Resolve 19–20 Planned and Executed Several Thefts with Skill and Precision +1 Expertise and Focus to Stealth and Thievery
Thief Characters 17 OBSERVATION TALENTS It’s a Trap! Prerequisite: Observation Expertise 1 Experience Point Cost: 200 You can spot covered pits, pressure plates, fulcrums, and other constructions designed to keep thieves out of burial chambers and treasure rooms. With a successful Challenging (D2) Observation test, you can detect any nearby traps as a Minor Action. With this talent, as a Free Action you may then trigger these traps as an offensive weapon — using your foe’s own weapons against them. Architect Prerequisite: Observation Expertise 1 Experience Point Cost: 200 You can sense changes in elevation, discrepancies in room size, spot camouflaged doors, and other hiding places that are built into a structure. If and when you walk past a secret space, the gamemaster is obliged to disclose that an entrance is concealed nearby. In return, the gamemaster adds 1 Doom to the Doom pool. This talent only reveals that a hidden space exists; it offers no indicators of what that hidden space contains. Human Compass Prerequisite: Architect Experience Point Cost: 200 You have an innate sense of direction and can always find north, even with no visible markers. Whenever you are lost, you may add 1 to the Doom pool to be immediately given the correct direction to follow. This instinct is unerring — but might lead you into trouble if you aren’t careful! PERSUADE TALENT Intimidate Prerequisite: None Experience Point Cost: 200 You can use your physical presence or carefully chosen words (or both) to compel obedience from others, whether through the threat of violence or social humiliation. Whenever making an appropriate Social test under these conditions, you generate 1 automatic success. THIEVERY TALENTS Jury Rigger Prerequisite: Journeyman, Master Thief (see page 88 of the Conan corebook) Experience Point Cost: 400 A master thief works faster than lesser thieves and has developed shortcuts to getting the job done. With success on a Challenging (D2) Thieving test, you can work without thieves’ tools. You must substitute more common items in order to complete the task. This success is only good for a single use and ruins whatever makeshift tools were being used in the process. Any Momentum from the test can be spent to provide an additional use per point of Momentum. When you have access to your tools you gain bonus Momentum equal to your Skill Focus in Thieving, which may only be spent on reducing the time taken to complete the task. Smuggler Prerequisite: Master Thief, Craft Expertise 1 Experience Point Cost: 400 Smugglers can modify existing objects and structures to hide contraband and leave no trace that a hiding place exists. When making a test in order to hide any small item upon your person (or, when hiding a Medium — or Largesized object onboard a wagon or a ship, for example), you automatically generate a number of successes equal to your Craft Skill Focus, to better avoid detection. Picker of Locks Prerequisite: Master Thief (see page 88 of the Conan corebook) Experience Point Cost: 400 The ability to open locked doors is, perhaps, the most important skill a thief can possess. Where some might be able to break open a door with strength alone, or others steal over a wall without rope or equipment, the safest and surest way into or out of anywhere is through the door. Whenever you fail a Thievery test, you can choose instead to succeed — at a price. In order to automatically succeed, you can add Doom to the pool in an amount equal to 1+ the Difficulty of the test. THIEF NAMES The names below expand those provided those on page 48 of the Conan corebook, and can be used for players, as well as the gamemaster for non-player characters.
18 CHAPTER 1 THIEVES’ KITS The collection of gear assembled for a particular job is collectively known as a thieves’ kit, covering everything from lockpicks to lampblack. Whether secreted on the thief’s person or in the kit itself, a kit can store three resources called Essentials in addition to the basic tools. These resources can be expended to provide an additional +1d20 on a Thievery skill test or can be expended individually to perform a trick of the trade. A thief can plan ahead and attempt to procure exotic equipment for specific jobs. Such purchases do fill a slot in their thieves’ kit, nor do they replenish a slot. The item is listed separately in the inventory and used when needed. TRICKS OF THE TRADE Aside from the standard tools in their kit, a thief may need more specialized gear from time to time. These specialized items are collectively known as “tricks of the trade”. Thieves are not required to determine which tricks they have on them until they need to use them. Below are some sample tricks, but thief player characters are encouraged to work with the gamemaster to create personalized thematic tricks to capture the player characters’ particular style or represent their level of ingenuity. These can also include alchemical items (for the relationship between thieves and alchemists, see page 106 of this book). These items can also be used as melee weapons in a way that common tools cannot. Pig Spit This thick, viscous oil is rubbed on the thief’s exposed skin. The effect is twofold. If the thief has to wriggle into or out of tight spaces, the pig spit makes the test one step easier. Also, when the thief is grappled, the oil reduces the Difficulty of escaping the grapple by two steps. The thief may still take damage, but it is next-to-impossible to hold onto him. Marbles, Tripwires, and Grease Pots There are many ways that a cunning thief can cause a pursuer to fall behind him. Whether a well-timed handful of marbles dropped on a flat surface, a tripwire placed earlier, or a clay pot filled with slippery oil — the effect is the same. Every pursuer crossing the trapped zone must make an Acrobatics or Athletics test to avoid falling. The Difficulty of this test is equal to the number of Essentials used. Failure means the pursuers are knocked down and take 1§ damage. If the intended victim is if running, the Difficulty of the test is increases by one step, and can increase by additional steps in narrow entrances, poor lighting, or other concealment (such as grass). If the intended victim reduces their movement to slowly cross the affected zone, the gamemaster may decide no test is needed. Alternatively, the thief can deploy caltrops. These small spikes count as Improvised weapons, and instead of causing a fall, will inflict 3§ damage to the pursuer, with any armor protection reduced to 1 point (regardless of how heavy a suit of armor is, it inevitably has leather boot soles). More complicated to set up, but guaranteed effective, the thief hammers the tripwire into the wall and stretches it across an opening. A Daunting (D3) Awareness test spots the tripwire beforehand. Otherwise, anyone crossing the threshold is knocked prone. Anyone following behind the person who fell must make a Challenging (D2) Acrobatics or Athletics test or become entangled. Entangled characters require a Standard Action to extricate themselves from the tangle of cord and bodies. SAMPLE CHARACTER NAMES Homeland Male Female Brythunia Kormark, Finnian, Gilduin, Golven, Griffeth, Jagor Watkin, Kervran, Kireg, Lennick, Maddock, Morvand, Pierig, Prothro Davies, Segalen, Tadek, Telor Aliss Manoun, Amiere, Anwyn, Brynir, Catelinne, Cati, Estir, Glynnis, Gweneth, Lina Flavier, Lonore, Maegan,Merial, Rhiann, Siriol, Tonwen, Sibille Corinthia Ambrus, Anatar Lillus, Borus Gergo, Gorgar Sotir, Hegerus, Horvath, Latka Petir, Kordes, Makar, Orban, Vasmus, Milonas, Zalvatos Cirsten, Divina, Evelina, Idania, Idola, Jarmila, Kotas Athan, Rea, Saffeera Nanos, Sica, Valetis, Vass Petra, Veres Farago, Xandra, Yalena, Zofia Nemedia Aractus, Bruccus, Castus, Fauthis, Galarius, Karthis, Larellis, Lucius, Maximus, Peddollus, Quintus, Septaius, Sevarus, Tiberas, Tranicus Archaria, Augusta, Calva, Camilia, Festinia, Genesia, Lecintia, Lutatia, Munia, Octavia, Ripana, Saesta, Tadia, Vesnia Zamora Abdullah, Darvish, Dharsin, Fatari, Hamal, Hoonam, Kameen, Malir, Rubihir, Razavi, Sakara, Sorna Khan, Zafar, Zakosa Jagar, Zamehr Banu, Behram, Cawasi, Fakkia, Farim, Govadia, Javadi, Kabellah, Kadin Boman Ravak, Namerian, Shapurana, Shendi, Veena Commis, Yamina
Thief Characters 19 Hidden Plate By hiding a simple, clay plate against the torso, a thief can prevent immediate harm without needing to invest in the expense of armor. When used, this trick grants 1 Armor Soak to any blow that hits the torso location. This soak stacks with heavy clothing, but not with armor. Once used, the plate is cracked and offers no additional Soak value. Smoke Stick This mixture of alchemical elements, contained in a thin copper tube, has a startling effect when crushed beneath a foot. It releases a thick fog which fills an entire zone, raising all Observation tests by two steps of Difficulty for four standard turns. In order to use this item, it must be crushed, requiring an Average (D1) Brawn test. Sutli Bomb This unassuming little thing — a wreath of jute twine spun around a small alembic — is most commonly found in Vendhya, used in celebrations at the coronation of a new king or queen. When thrown at the ground with sufficient force, the alembic explodes, activating a curious powder within it, igniting the jute and causing a blinding flash of light and a deafening roar. HIDDEN WEAPONS Hidden weapons usually serve to foil pursuit, distract, or deliver a poison, powder, or other substance. They are small, portable, and easy to dispose of. Examples include caltrops, poisoned thorns, or thin clay pots that shatter on impact and splash enemies with their contents. Hidden weapons gain no damage bonus, and cannot be used to Parry an attack. Most of these weapons are available in sturdier versions for 4 Gold apiece. These versions are not Fragile. COMMON POISONS All poison is rare, and all poison is considered a one-shot item. It can be purchased or crafted by an alchemist. Poison in a powder or gas form can affect human-sized opponents in a single area, and as many as three humansized targets at the gamemaster’s discretion, but the Difficulty to manufacture it is increased by one step, and one Wealth level higher in order to purchase. Page HIDDEN WEAPONS Weapon Reach Damage Size Qualities Blowgun Dart/Poison Thorn Range C 1§ 1H Fragile, Hidden 1, Non-lethal Boot Blade 1 2§ — Hidden 1, Persistent Caltrops 1 2§ 1H Hidden 1, Piercing 2, Thrown Clay Pot Grenade Range C 1§ 1H Hidden 1, Spread 2, Thrown Needle Ring 1 1§ 1H Hidden 1, Piercing 3 Push Dagger 1 3§ — Fragile, Hidden 2, Vicious 1 Thumb Blade 1 2§ 1H Fragile, Hidden 3, Unforgiving 2 POISONS Poison Effect per Ingredient or Trick used Bile-Maker Incapacitates victim due to vomiting and dehydration (one dose does 2§ damage per ingredient used) Snake Venom Poison (1 dose does 3§ Persistent 1 damage per ingredient used) Sun Dust Blurred vision increases the Difficulty of all tests requiring sight by one step (1 day per ingredient used) THIEF EQUIPMENT Equipment Damage Effect Pig Spit — Difficulty of Grapple escape reduced by two steps Marbles 1§, Knockdown Surprises pursuer, requiring Average (D1) Athletics test to avoid if walking or Challenging (D2) if running. Tripwire 1§, Trip Entangles target, stops pursuit for one action Smoke Stick — Observation test Difficulty raised by two steps Sutli Bomb +1§ mental Stun, Blinding
20 CHAPTER 1 19 has examples of poisons player characters can research or create, and the Conan corebook has more information on poison. CREATING NEW TRICKS OF THE TRADE There are many useful items not covered, allowing player characters and gamemasters the agency to create their own useful items and kits. Player characters needing gear should tell the gamemaster what they want and the gamemaster then determines its feasibility using the guidelines above. A new trick is always considered a one-shot item. If the player character seeks reusable equipment, then it is purchased as normal. A new trick of the trade confers one of three specific bonuses: bonus Momentum, a re-roll of 1d20, or reduced Difficulty. Anything that can be scrounged together with common implements and objects does not count as a thieves’ tool and does not use a slot in a thieves’ kit. This only applies to specialized items that, while not alchemical, are still unusual, rare, and difficult to obtain. Three examples of how specialized thieves’ tools are used to help with a specific test are listed below. Each tool works differently to aid thieves in their endeavors. Creating any of these requires a single use of an Essential. Grappling Hook A length of rope attached to a climbing iron, anchoring it in place for lengthy climbs. Thieves can re-roll 1d20 when making a Climbing test using this device. The grappling hook’s bonus is in addition to any bonus gained from a climbing kit and spikes. Loaded Dice or Marked Cards Useful for amassing some quick traveling funds, or any number of confidence schemes, these items provide 1 additional Momentum on a successful Gambling test. A Small Flask of Aragh-e Sagi A potent and rough liquor, aragh-e sagi can make even the most intolerant guard more pleasant. When shared, aragh-e sagi can loosen the tongue of those willing to talk. Aragh-e sagi provides 1 additional Momentum on successful tests to gain information using the Persuade skill. THIEF WEAPONS Dueling Sword These light blades are carried by nobles and only rarely see combat. Though a dueling sword may be decorated with gems and precious metals, these lethal blades are as capable as any other sword, and are occasionally better-made. Katar With blades mounted horizontally to the hand instead of vertically like most common knives or swords these knifelike weapons are unusual but no less dangerous. The ability to “punch” with these blades allows for a rogue to penetrate deeply into a foe’s body. Garrotte Innocuous lengths of wire studded to promote bruising and prevent the target from breathing, these weapons are deadly in the hands of one stealthy enough to get close and apply the right pressure to the neck. The garrotte is applied over a series of turns until the victim is dead. SWORDS AND DAGGERS Weapon Reach Damage Size Qualities Availability Cost Encumbrance Dueling Sword 2 3§ 1H Parrying, Unforgiving 1 2 5 1 Katar 1 3§ 1H Parrying, Unforgiving 1 2 5 1 FLEXIBLE WEAPONS Weapon Reach Damage Size Qualities Availability Cost Encumbrance Garrote 1 2§ 2H Grappling, Hidden 2, Unforgiving 3 3 5 —
The kingdoms of Zamora, Nemedia, Corinthia, and Brythunia represent some of the larger struggles of power in the Hyborian Age. As East meets West, the rich subjugate the poor and barbarians clash with civilization. Each kingdom possesses a unique identity and problems specific to the regime, but they are alike in a one way: what they lack in military might, they more than make up for in guile and cunning. Zamora is best-known for its two sister cities, Zamora the Accursed and Shadizar the Wicked. This country is famous for its thieves, who claim to have perfected the subtle art. Zamora is an old kingdom, one that was ravaged by many wars and strange sorcery thanks to its location. Zamora’s long-standing ties to the kingdoms in the east have eroded, accounting for only a glimmer of its former prestige. The nation’s primary export is skullduggery. Corinthia is largely composed of city-states wielding considerable economic power in overlapping regions. These cities — Magyar, Stregos, and Krotoa — were cultivated by expatriates from Koth, Zamora, Stygia, and elsewhere, people tired of oppressive regimes, high taxes, and religious intolerance. The city-states grew out of these trading ports and now hold considerable economic power, but very little political power, due to constant infighting between various factions. GAZETTEER CHAPTER 2 Torches flared murkily on the revels in the Maul, where the thieves of the east held carnival by night. In the Maul they could carouse and roar as they liked, for honest people shunned the quarters, and watchmen, well paid with stained coins, did not interfere with their sport. Along the crooked, unpaved streets with their heaps of refuse and sloppy puddles, drunken roisterers staggered, roaring. Steel glinted in the shadows where wolf preyed on wolf, and from the darkness rose the shrill laughter of women, and the sounds of scufflings and strugglings. Torchlight licked luridly from broken windows and wide-thrown doors, and out of those doors, stale smells of wine and rank sweaty bodies, clamor of drinking-jacks and fists hammered on rough tables, snatches of obscene songs, rushed like a blow in the face. — “The Tower of the Elephant” THE LANDS TO THE EAST These four countries represent the discordant viewpoints and cultures in the Hyborian Age, specifically the differences between new political regimes on the ascent and the decadent cultures whose time has passed. In the cycle of barbarism versus civilization, Zamora, Corinthia, Nemedia, and Brythunia represent the faded luster of older cultures. But the old snake still has venom, and these four kingdoms will not go quietly into the night. Political control is a key component in each of these nations. Power is tenuous and fleeting. The fate of a political coup often rests along the edge of a sword. Agents of every stripe, both overt and clandestine, cross paths with one another on the open road and in the banquet halls. They break bread as often as they break bones. Power and influence are major resources that change hands frequently, and certain types of people could make much of this. Whether it’s stealing important documents from couriers or simply taking advantage of the political chaos to line one’s pockets, there’s no shortage of jobs for people possessing certain less-socially-acceptable skills and talents…
22 CHAPTER 2 Nemedia is an old kingdom, built upon the foundations of earlier peoples. Large stone and brick structures have been repurposed for these blonde-haired, blue-eyed Northern descendants and their adopted and occasionally invented culture. Years of wars and border disputes in every direction have forged the Nemedian army into a formidable defensive force. Brythunia is a land of extremes — of cold, of cruelty, of ferocity. The conquering Hyborian savages moved south into new lands and forged small fiefdoms for themselves where they could continue their ancient tribal feuds in relative peace. The lords cling tenaciously to their scraps of land and fight tooth and nail for every inch of dirt. Western influence brought a semblance of order to the wilderness, and political business is now handled through marriage and, occasionally, a good old-fashioned raid to grab some hostages for trade. All four countries, while being very different in peoples and cultures, have a kind of shared history in that they are both conquerors and the conquered. Warfare, insurgent occupancy, and political violence figure heavily into their communal past. These countries also represent, rather broadly, the gateway from the west to the east by way of the ancient trade route known as the Road of Kings. While not strictly at odds with one another, the uneasy truce and fluid alliances between the city-states in Corinthia and the trade centers in Zamora and Nemedia allowed a thriving black market to emerge. This is the underside of civilization, where anything can be bought and sold, from family heirlooms to human life. In a time of general unease, plots are sketched out and plans hatched. There is always need for someone willing to do what needs to be done, be it for personal gain, for gold and jewels, or for some noble ideal. That these actions go against the laws of the land is immaterial. This world is brutal and harsh. The master thieves of Zamora and their loose affiliation of tricksters, brigands, murderers, and burglars have no end of business opportunities in such troubled times…
Gazetteer 23 Located on the Eastern flank of Great Western Powers, Zamora serves as a gateway to the East and also as a barrier, due to the mountain ranges that surround the west, north, and east that keep this ancient civilization shrouded in mystery and intrigue. Zamora shares a border with Brythunia in the north, Corinthia in the west, and Koth in the south. To the east, held in check more by a fear of Zamora’s sorcerers than the nearby mountain range, are the Turanian steppes. Despite the fearsome climate — dry and arid, rimmed with foreboding mountains and cliffs — the kingdom is moderately populated, with most of the people in or around two major cities. These are Zamora the Accursed and Shadizar the Wicked. A third city, Yezud, is much smaller in comparison but steeped in mystery and rumor. Between these cities are a number of villages and farms that serve as rest stops for the travelers, pilgrims, and merchants that crisscross Zamora on their way to better fortunes and nicer climes. ZAMORIAN HISTORY AND BACKGROUND Zamorians can trace their lineage back to the Thurian Age as descendants of the Zhemri people, about which nothing is known except that which may be mirrored in Zamorian culture. Zamora has twice been under the control of foreign invaders, and as a people, they vowed there would never be a third instance. To this end, Zamora developed a number of covert and overt countermeasures against foreign occupants. Some think this is the beginning of Zamora’s culture of vice, in particular that of thieves in Zamora the Accursed and the assassins in Shadizar the Wicked. Zamora is politically neutral to Brythunia, and friendlier with Corinthia and Nemedia, thanks to the Road of Kings, a major trade route that runs through those countries. Publicly, Zamora is cordial to Koth, but secretly they are close allies. Koth has designs on the southern portion of Zamora, and Zamora relies on a close relationship with Koth to better know when Koth intends to disregard their alliance and attack. To this day, Zamorians despise their previous conquerors: the Hyrkanians and, more recently, the Turanians. Zamorians are dark-complexioned with dark brown or black hair. The men are barrel-chested and the women voluptuous. They are physically similar to Zingarans, with whom they may share their lineage. Despite their turbulent history, Zamorians are happy and positive as a rule, to the point of being over-confident and boastful. MAJOR CITIES OF ZAMORA At one point in the development of Zamora it was considered a sacred land, and the city of Shadizar was built up as a gathering place for the various temples and their followers. During the two occupations of Zamora, as prayers for deliverance went unanswered, many turned away from the old gods and embraced a more licentious lifestyle that ensured their survival. Zamora the Accursed and Shadizar the Wicked benefit from the close proximity to the Road of Kings; because of this, they are major centers of commerce and recreation, respectively. Yezud is far enough away from the Road of Kings that getting there requires intention on the part of the traveler. Thanks to the Spider-God cult, there is no shortage of pilgrims making that regular journey. Yezud also serves as an out-of-the-way meeting place for people who prefer to do their business away from prying eyes. Villages and trading posts dot the rude trails leading off and away from the Road of Kings and the ancient roads, now all-but-obliterated by the desert winds. Many of the farms nestle between the hills and abut the mountains and cliffs, the better to catch the rare rainfall. ZAMORA THE ACCURSED Zamora is also the sitting capital of the King, Jaagir the Formidable. Though somewhat curtailed by the influence of the sorcerer Yara, who has held his court hostage for years with his foul magic, the king enjoys a free hand oppressing the people of the region. Himself a very pious ZAMORA TURANIAN PREJUDICE Although the last occupation of Zamora by the Turanians ended a great many years ago, Zamorian memories are long and they are slow to forgive. Their cosmopolitan reputation notwithstanding, any Turanian player character making a Society test against a Zamorian must attempt it at one step of Difficulty higher. Should the player character fail the test, they are unable to interact with the Zamorian citizen in a peaceful manner. An angry Zamorian would rather draw a dagger and curse than tell some Turanian son-of-a-jackal where the nearest temple of Bel is to be found.
24 CHAPTER 2 man, and also paranoid and secretive, he is rarely seen in public and keeps a wary distance between himself and his subjects, preferring instead to let his vassals, wazirs, and loyal guards carry out his wishes and enforce his polices. Accursed Zamora is an ancient city, once a shining example of civilization and piety for the kingdom. But that was ages ago, and now many of the massive temples that once were the hallmark of the city have been torn down or repurposed. All of the gilt has long since been scraped off of the tall fluted columns by thieves’ knives, and all of the precious stones pried out of their settings around the high domed roofs by eager and desperate hands. Only the palace remains untouched, walled off, high on one of the hills that bracket the city, overlooking the rows of brick and wood structures that are now crammed between the ruins of much greater buildings. Zamora the Accursed is a city of extreme poverty and obscene wealth. Centuries of warfare, sorcery, revolt, and rebuilding lend a haphazard feel to the Zamorian skyline. The city lies roughly parallel across a sloping hill, with the capital high above and the remnants of old town below. The streets are wide and paved, though they may be in need of repair, depending on where you are in the city. The neighborhoods are identified through street names and prominent businesses, and these smaller collections are contained within the districts outlined below. Residences in Zamora the Accursed are found in every district, though they may not be directly accessible from main thoroughfares. Zamora the Accursed is where thieves from all over the region — and every corner of the map — gather to trade lies, hone their craft, spend their money, and pick up work. The Main Gate The walls of Zamora have long ago fallen into disrepair, but the main gates on the western road leading into town are still standing; fifteen feet tall at the top of the stone spires, jutting five feet above the packed earth and stone walls, with niches for lanterns held in place with hooks and chains. There are always at least two guards present; four or more during the caravan season, but the guards only stop and question people they deem suspicious. And these suspicions, by the way, can be easily alleviated by the application of gold into a guardsman’s hand. Anyone entering the city as part of a merchant caravan or within a train of travelers won’t be stopped and questioned. Lone travelers or anyone who looks suspicious will be asked their business. Four guards are usually stationed here, in shifts. The rest of the city watch patrols the various neighborhoods in groups of two. Depending on the neighborhood, sometimes multiple patrols will be assigned. The city watch will only investigate overt acts of thievery; people who are new to the city, the young, and the
Gazetteer 25 inexperienced will be chased vigorously through the crowds, with weapons drawn and much fanfare. Caught thieves will be paraded before the sullen crowd, as if daring the population to call Zamora “the City of Thieves”. It’s all theater, and everyone knows it, but they play their parts, all the same. The Market Place Here is the source of commerce in Accursed Zamora. Whether you need to hire transportation, buy a new sword, purchase nice clothes, or restock your provisions, the market is the place to do it. Not only is the main market here, but also the homes of just about everyone who works in the district. Player characters attempting to sell items might not get a fair price for their treasures, but then again, they won’t get robbed at dagger point, either. City guards are present and they make an effort to be vigilant, but they cannot be everywhere at once. For that reason, many merchants employ hired muscle to help them with shop security. Most common items, gear, and weapons and equipment can be found among the many stalls. Prices will be somewhat higher, and customers are expected to haggle down to something close to the listed value (but not always). The Maul The smallest district in Accursed Zamora is no less densely packed, being a carved-out niche of the temple district and the market district. It’s only four blocks long, and spans the adjoining streets on either side of the main thoroughfare. It is impossible to see from the roofs because of the covered awnings and leaning boards that block out the sun and also prying eyes. First time visitors who venture out of the Maul will invariably get lost in the snarl of cul-de-sacs and alleys and will certainly encounter some of the locals, who are happy to lead them back to the main street, for a small donation, of course. The length of the Maul is lit with lanterns and torches, creating stark pockets of warm light and pitch black shadows. The paved stones have long since been worn away or pried up, since the packed dirt makes less sound when walking. Not everyone in the Maul is a thief by trade; some are thieves only in the eyes of others. Mercenaries, sell-swords, and other strong arm thugs can be found easily enough in the taverns and drinking halls. Anyone with a larcenous intent will eventually make their way to the Maul to conduct their business. And the traders know exactly how much they can cheat the thieves of Zamora without fear of reprisals. That esprit de corps does not apply to merchants outside of the Maul, however, and they are more likely to prey upon a desperate thief in need of quick cash.
26 CHAPTER 1 The main avenue in the Maul is famed for its array of taverns, inns, and recently dead bodies; to some it has become known as Crookback Street, though whether such a name is likely to stick, who can say? It was originally an outdoor market with small buildings and vendor’s stalls on either side. At some point in the city’s long history, a series of arched frames were placed regularly down the street, with stretched canvas tarps covering them. Over the years, the tarps have been replaced by wooden planks, cloth sacks, and other patchwork repairs, maintaining the cover, if not the integrity, of the enclosure. Narrow buildings and small kiosks crowd the street on both sides of the street, selling all manner of dark delights from pleasurable company to deadly poisons. Here the trade craft of the thieving profession is out in the open, and guards are paid well to never turn down the darkened street, where disagreements usually are settled among peers. Even more narrow side streets lead deeper into the district to other less reputable and more unsavory establishments. Slaves are bought and sold out of sight and assassinations plotted and paid for. Back alleys wind and turn, like a labyrinth, depositing wanderers onto side streets outside the Maul, or worse, right back into it. Despite these narrow confines, the denizens of the Maul all display a relaxed, if not unguarded, demeanor. The laughter is free and easy, but there’s always one hand resting on the pommel of a dagger or sword. In the center of the Maul is the remnant of the original market, now a pavilion of debauchery. Most of the businesses on either side of the stalls and tents are solid stone, with domes and arches and other trappings to remind people that the city was once a better place. The largest tavern is located here, a cheerful nest of cutthroats and brigands called The Serpent’s Pit, where characters can carouse and try to find gainful employment. Other establishments around this open-air market sell goods and commodities at a hefty mark up. Haggling is expected here, and considering that so much of the merchandise is stolen, the profits are high. Specialized thieves’ tools are available at listed prices. The Capital District This fortress-like mansion looms high over the city, surrounded by tall, sturdy walls, and buttressed on three sides by the city guard’s barracks and town armory. The king’s personal guard lives inside the walls, and they — along with the king — are seldom seen. Also included in this district are the blacksmiths, butchers, and other essential shops that service the guards and the castle, as well as the wealthiest members of Zamorian society. In the capital district, the shop keepers and artisans will not waste time with anyone who does not look and act like a member of the upper class. Any disguise or ruse that is less than perfect will ensure that prices for goods and services are doubled, or even tripled. The Temple District The large, boxlike structures with domed ceilings that line the Royal Road leading up to the always-closed gates of the capital have seen better days. Those temples closest to the King’s presence enjoy a measure of traffic from citizens and visitors alike. The priests of Anu and Bel, and a host of other gods and goddesses, fling incense about and say their prayers and chant their songs and ring their bells dutifully, if not piously. At the far end of the street, near the east gate, is the cult of the Spider-God, fresh from Yezud, attempting to curry favor with the rogues that skulk there looking for unwary zealots to rob. In the center of the district is a tall, smooth, featureless tower, surrounded by high walls and many guards. Not far from the East Gate entrance is an open courtyard with statues and a central fountain that now merely trickles water. This is the Courtyard of the Philosophers, and it is here that the clergy and the unhinged gather daily to debate the laws and scriptures and edicts of their gods and religions. One or two city guards are on hand in case an argument escalates into a physical squabble. There is no temple or church in Zamora that is not well-protected from thieves. Any character attempting to rob a church is in for a surprise. Even small, unpopular religions like the church of Ibis have guards on hand in the evening to deter anyone from trying to make off with the week’s offerings. The Tower of the Elephant This is the home and lair of the wizard Yara, known colloquially as the Tower of the Elephant. Yara is a priest, and also a sorcerer of renown and is unequivocally the political power in Zamora. He is widely feared by all, including the king. It is no secret that he has the king’s ear and is the true power behind the throne. This allows Yara to conduct his research and experiments with impunity and to act as he pleases. The tower stands high above the city, a tempting prize for many a thief who has attempted to penetrate its defenses and lost their life. Interfering with any part of Yara’s operation, even unknowingly, would invite a powerful enemy who would make life very difficult for the player characters. The tower remains the most famous point in the city, and still draws crowds of admirers, despite its reputation. It is not simply the astonishing architecture of the place which has so secured its infamy — the strange odors and sounds which regularly emanate from the enormous, crystal edifice and spread across the city like storm clouds are also loathed and feared by residents in equal measure. The interior of the tower is, likewise, a mystery. Its corridors are never the same, with some claiming that the tower can
Gazetteer 27 be seen to rotate at night, twisting itself into impossible geometries as though it were alive. Others claim the tower is sentient; after all, they reason, it was raised in a single night — perhaps it simply walked here, an animate edifice which Yara tamed for himself. Stranger things have been known, they will say (though do not ask them to name one). Some say the round, smooth-walled tower is haunted by ghosts, summoned by Yara, and no one can dissuade the thieves of Zamora from this story. More than one thief has fallen from the walls, or been found dead in the garden (mauled by a strange animal), or simply gone mad from the effort. City guards swing by the abandoned garden on their patrols, but don’t stop to investigate unless they hear or see something. The gardens teem with terrifying creatures: lions and other, crueler, stranger things which those who have glimpsed them claim could not have been real. Whether they are or not remains to be discovered by men and women bold — or reckless — enough to enter those eerie grounds. Old Town This portion of Accursed Zamora was razed to the ground in the dim past by countless invaders. These ruins have been reclaimed and repurposed by the working poor and the lower classes. As many as fifteen or twenty families may live in a single, partially demolished temple with a wooden roof and tarps to keep the occasional rain at bay. Parts of Old Town rise upt over gentle rolling hills and mounds, and few remember that it’s these mounds that are actually the rubble of larger buildings, such as temples and museums, that were destroyed so long ago. Some of these ruins actually extend beyond the walls of the city to the north and east — for the walls now protecting the city are new, rebuilt over the destruction. These ruins on the outskirts of the city hide deep, dark secrets. The general population considers them to be both haunted and cursed, and will not willingly venture into them. There are at least four entrances to the crypts below Old Town, and one of these leads to the ruins on the other side of the wall. What is below Old Town is mostly cleared out, except for a few lingering animals who call the crypts home. But there are a few places not discovered that would be ideal for adventurers to explore and possibly loot. The Ruins Zamora is an old city, ravaged by wars, sorcery, and neglect, and there are portions of the ancient city that are now little more than a rough foundation for the current residents. These ruins extend well outside the partially collapsed city walls on the south and east sides of the city. There is no shortage of caves, tunnels, or even sewer mains that lead down into the dusty and crumbling remnants of the city. Some of the sites are rumored to be as old as the Zhemri culture, but this may be nothing more than idle gossip among thieves.
28 CHAPTER 2 There is still much to explore amid the ruins outside of Zamora, and these are the perfect settings for novice thieves in need of experience. Does an ancient cult gather here, to enact hideous rituals in worship of unimaginable gods? Has a princess been kidnapped and hidden away in the ruins, or does a bandit chief use these ruins as the staging post for his raids on caravans? Who knows? The point is, it might be worth your characters’ while finding out. SHADIZAR THE WICKED The sister city to Zamora the Accursed, Shadizar is neither as war-torn nor as restrictive, thanks to being out from under the thumb of the king. Once the religious center of the country, the temples have since relocated to Zamora, and their current occupants are far less pious but just as desirous of freely offered coin. The city was originally designed in the shape of a wheel, with the various temples in the “hub” at the center, and the major streets radiating out from the center like spokes. Those temples are now houses of prostitution, gambling halls, and the homes of Shadizar’s infamous assassins. The streets themselves act as de facto districts, and like businesses and institutions are grouped along parallel roads. All of the major thoroughfares run into the city center, where they terminate into an open area that at one time was the cultural center of the city. Now, those buildings serve another purpose. Cross streets and side streets abound, and they are where the citizens live in modest to ramshackle homes made of brick and clay. The City Gates Three gates provide access to Shadizar from various trade routes entering the city, and they are all regularly guarded and well attended to. Few are stopped on the way into Shadizar unless they show open hostility or malice. North Gate The road leading up to the north gate is known as the Pilgrim’s Path, a tongue-in-cheek reference to the number of acolytes to and from Yezud who use this road. The north gate enters into Nobles Street, a large boulevard of exquisite homes for the wealthy. These houses are well kept, YARA Yara famously reaps the consequences of his malice and lust for power at the climax of Howard’s “The Tower of the Elephant”. While the above is written with the idea that the player characters explore the tower before Conan visits, when you set your games is entirely up to the gamemaster. Depending on the point at which the adventure takes place, the player characters might attempt to conduct their own heists in the Tower of the Elephant, pre-empting the activities of Conan and Taurus of Nemedia. Alternatively, they might have to rescue a fellow thief from the clutches of Yara’s guards. If the gamemaster prefers to set an adventure after Conan’s visit, then the player characters might be raiding the grounds for jewels, magical artifacts and other remnants which Yara’s demise has left free for those daring enough to claim them. The strange maulings that still occur from time to time in the tower’s precincts could be the result of a single lion left untouched by Conan and Taurus. Or it could be the vengeful ghosts of the lions poisoned by Taurus, or something sinister once under Yara’s control, now set free by his death. It could also be nothing more than a rumor. Perhaps the player characters can investigate the elevated garden that surrounds the tower. Once, perhaps, it was a crown jewel set in the city of Zamora, but, after Yara’s death, thieves might grow bold and steal over those walls once thought to mark the boundary between life and death itself. Then all that is left is to make off with the gems once set into the top edge of the tower. As though things are ever that simple…
Gazetteer 29 and their owners represent very old families who have lived in Shadizar for hundreds of years. Some of the more successful merchants and priests also call Nobles Street their home. West Gate The road that feeds into the west gate is known as the Merchant’s Way, and it leads travelers straight to the Road of Kings and Zamora beyond. Caravans are a regular sight along this highway. The west gate transforms into Market Street, the source of commerce in Shadizar. Here, one may purchase goods and supplies, food and drink, and anything else player characters may need. As Market Street continues into the heart of the city, the shops become more gaudy, shopkeepers more aggressive, and the merchandise more scandalous. At the point where Market Street terminates into the city center, a regular slave auction is found with people buying criminals and hostages with years left still to pay on a sentence or a debt. South Gate The southern road leading into Shadizar is called the Sand Road, and it was once the main trade route before the Road of Kings was established. Now, it is primarily used for caravans from the south for which Shadizar is their final destination. The south gate opens onto Maker Street. This street is also a wide boulevard, much like Nobles Street, lined with master craftsmen and their wares; blacksmiths, leather workers, wheelwrights, brewers, coopers, and all other manufacturers make excellent goods and furnishings. Artists, too, have shops and studios here and produce artwork, tapestries, sculptures, and more. Nobles Street Nobles Street and the streets on either side of it are where the upper class conduct their business. There are temples here; smaller, less stately than the giant structures that mark the city center, but they are in good standing and carry modest congregations. Guards are always present during daylight hours, and regular posts and patrols at the major intersections ensure that revelers don’t take a wrong turn and disturb the sleeping, or mistake one of their stately manors for a house of ill repute. Temple of the Spider God In the middle of Nobles Street, not quite in the bad part of town and just on the other side of the respectable businesses, is a large square stone structure that now serves as the temple of the Spider-God cult. The torches in the iron sconces are always lit, and acolytes scurry in and out of the temple at all hours of the day and night, going about the business of the cult and occasionally escorting dazed travelers into the building.
30 CHAPTER 2 It’s rumored that one of the giant spiders from the Zamorian hills is installed in the upper chambers of the building. Some will even brag of having seen it, along with a sufficiently lurid description of the monster. Locals shun this building, much in the same way that many of them do not go into the city center without a good reason. Cultists wear gray robes and are polite, inviting and, if their intended victim is weak-willed, insistent that they explore the temple and experience the wonders of the celestial spider (see page 73 for more on the Spider-God cult). Fleck Street This avenue runs northeast from the center of town and contains Old Town. Most of the working poor, the servants, and the regular citizenry who are trying to get by live in these wood and stone buildings. There are several small open air markets and stalls nestled in-between the densely packed houses that sell fruits, vegetables, and even chickens and eggs. Lantern Street Lantern Street runs in a southeast direction from the city center. It’s named for the colorful lanterns that adorn these ramshackle hovels and create a carnival-like atmosphere at night, but make no mistake: those lanterns advertise something very specific, and the color of the lantern tells the regular patron what to expect inside the building in question. Many who live in this area of town also work there. Its reputation as a district of ill-repute ensures that a steady stream of guards, well-to-do travelers, politicians and priests — all with a pretense of having other business to conduct — make sure they take a stroll down Lantern Street and spend an agreeable hour or two. Maker Street The street running due south of the city center is known as Maker Street, and it’s where one can find no end of fine art, both beautiful and blasphemous, in the form of elegant tapestries, hand-dyed silks, paintings, statuary, jewelry, and much more. Even mundane items are decorated with intricate carvings and delicate stains and paints adorn furniture, leather, armor, and even weapons. All prices for mundane items are doubled here, and uncommon or unique items cost five times more than the listed prices. This does not apply to thieves’ tools, or other tools of the trade, which cannot be obtained here. As Artisan’s Row moves closer to the city center, the statues become more lewd, the paintings more suggestive,
Gazetteer 31 and the artists more depraved. Visitors to Shadizar walk only as far as their comfort level, and then turn around when their sensibilities have been strained past the point of decency and personal morality. Market Street Every block on Market Street is grouped around a different commodity. Woodworkers are near the front gate, as are stonemasons. Farmers and florists are located centrally, about halfway down the wide street. Food traffic and carts move slowly, as pedestrians clog the thoroughfare and the streets, crisscrossing in all directions and heedless of the right-of-way. The locals know the trick of taking parallel streets to the block where they need to shop, and then retreating when they have made their purchases. Closer to the city center, the merchandise changes and so does the character of the street. Stolen goods are openly hawked in rickety stalls and shabby tents, and used items like leather jerkins with only a single knife thrust through the breast are available for sale at cut-rate prices. At the edge of Market Street, facing the city center, is an auction block used for trafficking human lives. The men who run the auction block have a contract with the city to sell petty criminals to traveling merchants, wealthy farmers, and flesh peddlers when the jails are overcrowded. Each block on Market Street leading into the city center is grouped around what is sold. Livestock and food, for example, is closest to the outside of the hub. Vegetables are on the next block. Textiles, rugs, and silk after that. Rare and wondrous items are in short supply, for what foolish merchants would paint targets on their back? But common items are easily obtained at fair prices. Seedier commodities, and seedier merchants, are located closer to the city center. At least one block in this area could serve as a clearinghouse for folks unloading stolen goods. The City Center Known as “The Heart of Shadizar” (and a black heart it is), this wide, open island is circular as is the street that surrounds it. Here’s where the major thoroughfares terminate from as far off as the city gates, and other smaller streets branch out from this circular hub, as well. In the circle, all things are permitted and all vices encouraged. The guards are paid well to stay clear of the city center, and murder and robbery is commonplace. It’s the city center that gives Shadizar its reputation for wickedness. There are several noteworthy businesses and institutions here. This is the place where player characters are likely to get in the most trouble, guaranteed. Any newcomers into the city center are watched as closely as predators watch potential prey. Eventually, someone or something will test the players and, if they don’t respond accordingly, it will color all future business in Shadizar — especially with the criminal element. Whether they are propositioned, challenged, insulted, or just ignored, the underworld of Shadizar expects a certain response from fellow predators… and an entirely different response from prey. The Black Hand Safe House This unassuming grog house serves overpriced, watered down ale and spirits to newcomers. But, if you know what to order, and know the words to say, you can get a message to the Black Hand. You might request an audience, get paid, or avail yourself of any number of other functions that go with being a dead drop for a group of secret assassins. The bar, known as The Thundercloud, has several regulars who know exactly what the place is and what it’s used for. That does not prohibit them from drinking, dicing, and in all other ways making full use of the place. The Hall of the Black Hand Once the home of a local potentate and self-appointed “savior of Shadizar”, this large, square building was fully claimed by the Black Hand. It was taken from its previous owner at the point of a knife (a knife that, a few weeks later, was inserted into his spine) and brutally converted from a luxuriously appointed residence into something resembling a fortress. Murder holes were bored through thick walls, defensive spikes planted on top of walls once decorated only with ivy, and doors reinforced with layers of iron and steel. Few enter the Hall itself: indeed, there are almost none who can attest to the door ever opening, yet the lights always burn in the windows and sometimes revelry echoes from within. More often, though, the building stands in ominous silence. Thieves speculate that the Black Hand must have a sewer entrance, though none will confirm this — preferring to live instead of proving a theorem. Though the whole city of Shadizar knows the building to be the Hall of the Black Hand, none acknowledge it to be so. Asking a local tavern-keeper or passing merchant for directions to the Hall will result in muttered repudiations of any such place and a hurried cessation of chatter. The Black Hand has eyes and ears throughout Shadizar, and they are ruthless in dealing with any who betray their secrets—no matter how obvious these secrets might be. That being said, directions can be obtained by asking locals “Where should I avoid?” Domain of the Black Hand Astute observers will note that there is no eastern gate leading out of Shadizar. In fact, there was a gate, but it has long since been bricked up and mortared over. Traveling east from the city and into the southern end of the Kezankian Mountains, there is a desolate-looking temple that appears abandoned and neglected. The outer courtyard is strewn with rubble, and there are many stories
32 CHAPTER 2 told of this place: haunted, cursed, or merely unlucky. It all means the same thing — travelers avoid this place or risk life and limb. But beyond the courtyard, through hidden stairs in a concealed alcove, there is much more to this place. This is the meeting place for the Black Hand, the assassins who call Shadizar home. Here is where new “brothers” are initiated and all business relevant to the guild is conducted, including trials and punishments for any member who disobeys the code of conduct or fails to resolve a contract. It is, of course, off-limits to any non-members, and anyone stumbling into the place find themselves quickly subdued, drugged, robbed, and removed from the hall with no memory of what happened (see Dagoth Hill, below). If the intrusion calls for more harsh measures, the Black Hand has no problem with killing someone and leaving the body in the streets of Shadizar for the watch to find. Anyone wishing to join the Black Hand must first meet them in Shadizar. Only those that meet all the criteria and pass the tests are allowed access to the Hall of the Black Hand. They are blindfolded on their initial visit. After they are initiated, they are allowed to know the route in and out of the hall, as well as the secret means of accessing Shadizar from the east gate. THE BLACK HAND Known more by rumor and reputation, The Black Hand is rarely called by their full faction name — usually just “assassin” is enough to conjure up images of melting shadows, grisly murders, and horrific poisons. In truth, the assassins are principled in their dedication to duty. They see themselves not as dealers of death but as instruments to be wielded by other, greater men. Black Hand assassins have no personal agenda, and they willingly practice detachment and emotional distance from others to better make the taking of life more abstract. There is an apprenticeship to becoming a member of the Black Hand, and it’s not easy to join. Traditionally, the assassins grow their ranks by taking in orphans, often as infants. They are raised at the Hall of the Black Hand (see page 31) and are educated by the elders of the hall. If they show aptitude for the physical demands of an assassin, they begin that training at the age of 10. Those that don’t are allowed to continue their studies and become elders themselves. Anyone not adopted into the faction must prove himself or herself before being allowed access into the inner workings of the order. They must perform at least one assassination as part of the vetting process. Killing is the business, after all. The Black Hand has its home and traditions in Zamora, and their feelings about honoring contracts are as adamant and inflexible as those of the master thieves. They do not always accept contracts, relying on their own judgment and occasionally the input of the master assassin. The master assassin is the final arbiter in all faction business. His real name is unknown to the Black Hand assassins. It’s possible that one or two elders knows the master’s true identity. Once indoctrinated into the faction, the assassin swears from this moment forward that they are anything but. The secrets of the Black Hand are to be kept secret at all costs, under pain of death if need be. The faction’s enemies are legion. A player character wishing to join the Black Hand should use the guidelines for joining the Thieves’ Guild (see page 107 for more information) suitably tweaked for the slightly deadlier circumstances concerning trained killers.
Gazetteer 33 Dagoth Hill East of Shadizar, this ancient burial site is a day’s ride from the city and said to contain the remains of pre-human monsters in its packed earth mound. Tall, flat stones carved with unusual symbols sit atop the hill at strange angles, neither tombstone or monument. The stories surrounding the site are weird and fantastical; sleeping women ravaged by demons, weary travelers losing an entire day upon first staring at the standing stones and so forth. Whether there is anything valuable or any truth to the rumors that hang over Dagoth Hill, this is where the Black Hand dumps interlopers who stumble upon their headquarters, or who they deem unworthy of an audience. Anyone waking up amid the standing stones in the middle of the night is bound to make haste for Shadizar and count their blessings that they are still alive to tell the tale. “The King’s Court” This open-air market is home to the thieves and rogues of Shadizar. “The King’s Court” is little more than a collection of tents and tarps, smoky oil lanterns, and a ramshackle bar. Thieves lounge about on the grassy hillside or try to talk business at one of the crude tables. The “King” himself is a loud, crude master thief named Hazeer, who runs the bar and oversees operations while making sure the only people drinking in the King’s Court are those who work at night. His “court” is a motley gang of thugs and killers from the grimiest corners of the civilized world. They are fiercely loyal to Hazeer and obey his every command. If any group in Shadizar is going to be a problem for the player characters, it’s the King and his court. Hazeer, the leader of the band of miscreants, is used to people paying him the appropriate amount of respect, whether or not he rightfully earned it. Any player characters failing to show the proper feudal spirit are called out by the King and harassed by his men. These men may attempt to find out the player characters’ business in town for the entire time they are in Shadizar. “The Temple of Gold” This former temple of Anu was converted into a gambling hall, where all kinds of games of chance and other betting sports are played. Some of the games are actually honest, though it’s not readily known how to tell the difference, so sharp are the dealers and gamesmen. Cards, dice, darts, throwing knives, and other such sports are easy to fall into. More exotic attractions take place below the former temple. To gain access to these requires a patron or a friend who can vouch for a person, or personal wealth readily on display. “The Slaughterhouse” Next to the Temple of Gold is a ruin, one of the few casualties of war over the years. This once-great temple has been partially reconstructed and refurbished, and now serves as an arena where blood sports are regularly held. Boxing, wrestling, and when grudge matches, armed combat, all are conducted in the middle of a howling crowd. The smooth stone floors that once held prayer mats are now permanently stained with dried blood. Formal challenges among rivals are fought here in the open with the stakes clearly stated, so that the witnesses corroborate the victors’ story or help uphold the decision in the event of a non-lethal encounter. Anyone fighting in the Slaughterhouse under contract that does well, or exhibits puissant skill, is quickly bought and sold to the Nemedian flesh-peddlers who haunt the Slaughterhouse looking for new talent to exploit in Hanumar and elsewhere. Player characters can try to pick up a purse of gold if they don’t mind fighting to the death. The patrons of the Slaughterhouse expect to see blood and react poorly if someone’s hand is stayed from a killing blow. YEZUD After the first occupation of Zamora, the monarchy determined that it would move the remnants of its culture, the Library of Zhem, out of harm’s way and keep it from being destroyed by uncaring interlopers. They built Yezud on an area of steep elevation, with five towers facing all directions to aid as both a lookout and for defense. Once completed, they moved the Library of Zhem there to keep it safe behind the high stone walls. When the Hyrkanians took Zamora, they did considerable damage to the city. Shadizar saved itself by submitting unconditionally. Only Yezud stood in opposition, and the Hyrkanians were never able to take the outpost because of its excellent defensive position. In the intervening years, the military outpost grew into a thriving refuge for political outcasts, religious zealots, and refugees seeking a temporary respite. Though Yezud is still connected directly to the Capital City, the Spider-God cult has virtually taken over the walled enclave, and they now send envoys and emissaries to Zamora the Accursed and Shadizar the Wicked in the hopes of spreading their foul teachings.
34 CHAPTER 2 The Pilgrim’s Road This road is the only way to get to the city, hugging the gentle elevation and curving around to the guard house, facing west. It is a well-trod path, and there are offerings to the gods, set up on makeshift altars, along the ascent. Wine and water skins are found hanging from poles at regular intervals. Initiates and acolytes refill these routinely. It is highly likely that anyone traveling the Pilgrim’s Road will encounter acolytes from the Spider-Cult god either coming from or going to Yezud. They are all polite and well mannered, but traveling with them will be an unnerving experience. They watch everything and everyone, constantly, and engage in conversation only when spoken to. No cultist attacks people traveling on the road without a specific order from the High Priest himself. Bandits frequent the Pilgrim’s Road, and cultists rush to defend anyone attacked during their travels. Saving travelers is a great way to change people’s minds about the sinister motives of the Spider-God Cult, after all. The Barbican The only way into the city of Yezud is a gated barbican some three stories tall. A contingent of the city watch is always in and around the structure, asking questions of newcomers and making certain that the traveler’s intentions are mundane. Windows along the second story are usually filled with one or two archers. Stairs leading up to the top of the guardhouse reveal several casks of oil and a cache of lanterns, torches, and the like to set them on fire once dropped. These defenses have not been needed in decades, but they are still maintained. The city guard is loyal to the governor, but suspect that the high priest of the Spider-God cult has compromised him. Speculation runs rampant among the ranks. Between the gate house and the barbican, there are no fewer than eight city guard on duty at all times — an ancient arrangement from the old wars, when lookouts were paramount to the city’s defense. The Outer Walls The city of Yezud cuts into a steep hill, overlooking the southern valley. Around this city are stone and mortar walls, twenty feet high and ten feet wide with parapets built up on the outer side some four feet high in places. The city guard routinely patrol the walls from both inside and out, treating Yezud like the outpost fort it has always been. Ramps inside the walls lead up to the parapets, allowing crossbowmen plenty of positions from which to rain death down on invaders. These walls cannot be climbed without specialized equipment, being smooth and offering no cracks for handholds.
Gazetteer 35 The Spires of Yezud Facing north, south, and west are three spires connected to the outer walls. They tower over the rest of the city, a hundred feet high, with domed roofs and intricate carvings on the exterior. These spires were once lookout perches, but are now rumored to be infested with spiders, and citizens and soldiers alike shun them. The Keep Located on the east wall, this nigh-impregnable edifice of veined rock and mortar is as imposing as it appears. From within the tower walls, Verham Shadan, governor of Yezud, runs his corrupt bureaucracy with a confusing multitude of toadies and scribes. His personal guard has taken up a permanent residence here, what the locals derisively call “The Governor’s Palace”. There are rumors of hidden tunnels connecting to other buildings and institutions in Yezud — a spider web-like underground network originally intended for defense of the city and now used for far more nefarious purposes. This well-built, impressive fort is nigh-impregnable, and that’s just the way the governor likes it. His personal guard, the High Yezudi, live and train in the keep and watch over the governor at all times. Between keeping Yezud on the take and avoiding the constant requests from the SpiderGod cult for an audience, the governor is exceptionally busy and never leaves the keep. Instead, he brings people he needs to see to him. This includes at least one former relic hunter from the Church of Mitra to help him seek out the secret passages under the city. The National Library Kauul This hexagonal domed building is carved out of the same black veined rock as the keep. Its outer walls slope inward at a slight angle, and the upper corners are adorned with strange, squatting forms. This is the Library of Zhem, and it houses all of the dark secrets of the Zamorian people and culture. Getting into the library is not easy. A scholar has to petition the king, though this is usually accomplished through bribing an underling or similar bureaucrat. Bribes speed up the process considerably. Otherwise, the wait takes from one to six months before the scholar receives an answer. This comes in the form of a letter bearing a color-coded wax seal which grants access to the library for a set number of days — usually three, but this can be negotiated up to a fortnight. These letters are valuable, and people have been executed for attempting to forge and use versions of these letters. Yezud’s Temple of the Spider-God The mysterious Spider-God cult is known more by rumor and reputation than actual fact. The members are extremely secretive about their arachnid deity, and converts are not allowed into the cult’s inner mysteries and rituals until they are well and truly indoctrinated. Followers of the Spider-God wear gray robes with silver adornments in a spider motif: rings, bracelets, and necklaces are common amongst the converted. Upper-class converts have small gemstones affixed to their heads, representing the all-seeing eyes of the Spider-God. The cult completely subverted the local government in Yezud and currently attempts to make inroads in both Shadizar and Zamora. Acolytes carry messages back and forth in a never-ending stream of information, and the leader of the cult, a Zamorian named Kyus Garda, is busy relaying instructions to the faithful and constantly attempting to insert his followers into positions of power. The people of Yezud are resigned to this. Shadizar’s population is largely unaware, and Zamora’s population likewise has little interest in the backwater religion from the northern hills. Only Zamora’s king suspects anything, and he stays well out of sight, surrounded only by people he trusts implicitly.
36 CHAPTER 2 Considered one of the great Western powers, thanks to its considerable trade influence and affluence, Corinthia shares a border with Nemedia and Brythunia in the north, Zamora in the east, and Koth and Ophir in the south and west. Warfare and tension keep the borders of Corinthia shifting. Only the well-paid mercenary armies operating out of the three major city-states keep more aggressive invaders at bay. The city-states of Corinthia seldom agree on anything save the defense of their territory and the pursuit of commerce, legal and otherwise, as a bargaining chip with their larger neighbors. Stregos, in the east, is close to the Zamorian border. The Red City is centrally located and boasts the largest economy and army. Krotoa lies in the south, near the mountains that divide Ophir and Koth, and is the smallest of the three city-states. Trade is vigorous between the three kingdoms, and political machinations run rampant. CORINTHIAN HISTORY AND BACKGROUND Corinthia has the misfortune to be positioned between no less than five strong, ambitious kingdoms. Often in the path of encroaching armies, Corinthia has been sacked and rebuilt several times. Each time it was rebuilt, it became the haven for the political refugees and outcasts removed from their homelands by war. These exiles came together with the Hyborians to establish trading centers which became towns. These eventually grew into semi-autonomous city-states, each with a distinct tone and outlook. These city-states are vital to trade between the various countries and, with coin flowing into the region, Corinthia employs vast armies of mercenaries to safeguard their holdings. Corinthia has strong ties to Nemedia and Ophir, neutral relations with Zamora and Brythunia, and a tenuous peace treaty with Koth that both nations expect the other to break at any moment. As both a contested area and an adopted culture, Corinthia’s identity is somewhat confusing. Corinthians are short and broad-shouldered, with pale complexions and dark to medium brown hair. Some blonde-haired and blue-eyed Corinthians betray their Hyborian lineage, but they are infrequent. MAJOR CITIES OF CORINTHIA The city-states of Corinthia are large, cosmopolitan cities with complicated politics borrowed from Nemedian scholars, religious fervor gleaned from Zamorian heretics, large markets full of travelers from all of the known kingdoms, and a constant state of civil unrest. For many, Corinthia is a place to reinvent oneself and shake off the past, or forge a new future. All of the city-states have established black markets fed by the appetites of the neighboring countries and aided by the Road of Kings, which cuts across the heart of Corinthia. Because of this brisk economy, the roads in Corinthia are well kept, out of necessity. Smaller, less manageable byways lead to the villages and farms that in turn lead to green valleys with ample vegetation. Some areas of Corinthia are dense forest, and there are places close to the southern mountains where the sunlight never strays. Most travelers avoid these areas, though there are persistent tales of merchants encountering half-man horrors along these lonely trails. CORINTHIA
Gazetteer 37 A number of small villages and farms surround the citystates for several miles in all directions and fall under each city’s protection, thus earning the allegiance of those nearby. This is useful whenever a fighting force is conscripted or supplies run low. All commerce flows to the city-states like the inexorable current of a river. MAGYAR: THE RED CITY This is the largest of the Corinthian city-states, made fat and prosperous by unchecked economic growth and secretly run by a small cadre of moneyed interests, bureaucrats, priests, and merchants. Through the judicious use of coin, they can manipulate the infrastructure of the city to meet their needs. This air of casual corruption is present throughout the Red City; every transaction feels like an illegal one. All of the usual conveniences and amenities are available to visitors in Magyar. The city boasts several markets in its heart, catering to the locals and traders alike. The economy is more stable than Stregos and the citizens in a more genial mood. But there is an undercurrent in the city, a resistance to the rampant corruption that crept into the latent bureaucracy, and visitors who are insensitive with their comments may find themselves in a fight they didn’t know they were starting.
38 CHAPTER 2 The Maze The thieves’ quarter of the Red City is almost as infamous as the Maul in Zamora. This area of the southern district used to be people’s homes before the last invasion from the east left most of the buildings a smoking ruin. The rebuilding effort was abandoned after two years when investors expanded the walls to the east and made a new housing district. The criminal element moved in and more or less finished the work the honest laborers started. The result is a ramshackle cluster of one-way streets, dead ends, twisting alleys, and small buildings on their last legs. Trade is brisk in the Maze, and it is a favored spot to carouse and spend ill-gotten gains. Inside the Maze are a number of cantinas and hovels where a thirsty reveler can obtain a drink. But only serious thieves and their ilk frequent The Rat’s Den. It’s not as desolate a place as the name would suggest. Rather, the bar got its name because of the numerous trap door escapes, hatches, and bolt holes that the building offers, no less than five distinct points of exit that don’t include the front and back doors. No guards have ever been able to catch a fugitive from inside The Rat’s Den, an achievement for which the thieves who call this place home are proud. The Red City has a thriving black market focused on the Maze. Anyone wishing to move illicit goods from one place to the other need only visit Smuggler’s Alley. This blind alley terminates at the back of the Temple of Anu and, for the brave or desperate, there are plenty of people sitting in unlit courtyards and leaning on lampposts who can find, deliver, and transport anything from golden lotus to Stygian princesses, if the price is right. Player characters may find work here, along with competition from any of the local talent who feel that foreign interlopers are taking their clients away. Sometimes the best way to remove the competition is to send them on a job far away or give them an assignment so dangerous that no one in their right mind would take it. The Agora In this open-air market, the locals buy, sell, and trade for goods and services. Food, drink, and more can be purchased here, though the prices fluctuate wildly from day to day depending on the commodity and the availability. The Agora is a wide crossroads, with small clusters of booths and stalls and wagons grouped together for ease. The city guard is present in both quantity and frequency, enough to deter casual thievery. A small gang of urchins roams the Agora, subsisting on scraps, found coins, and the accidental jostle, cut purse strings, and other such tactics. They are incredibly well trained and it’s nearly impossible to catch them at their
Gazetteer 39 THE TEMPLE OF ANU Located at the edge of the Maze, the Temple of Anu abuts the Agora and announces its presence with the massive bronze statue of a bull, head aloft, horns pointing to the stars above. Its base is routinely draped and adorned with garlands of flowers and other offerings. Anu is not native to Corinthia, but its priest was removed forcibly from Zamora hundreds of years ago, and so the church settled in the Red City where it flourished thanks to steady trade routes bringing worshippers to the city. The priest of Anu, an unctuous man named Branimere Gru, operates out of the back of the church as a fence, dealing in stolen merchandise, and also informing for the city guard on the side, when it suits him. He is only too happy to buy items from player characters, and ask probing questions, if he can. For campaigns set after the events in Howard’s story, “Rogues in the House”, Gru will be murdered and the church will be in some disarray until it settles on a new priest. Whether or not this man continues what Gru started or bends his will to the task of restoring the honor of the Temple of Anu is one of the many questions that may be decided by the preference of the gamemaster, or the actions of the player characters.
40 CHAPTER 2 business. The gang steers clear of the guards, and the guards make no effort to hunt them, even when a cry goes up over some merchant’s missing wallet. The Nationalists’ Headquarters This boxy and unassuming building that used to be an auction house on the edge of the Agora has been closed for a long time, its windows boarded up from the inside. However, if you know who to ask for a key, you can enter through the front door and find the auction block replaced with a podium and the staggered benches on risers repaired and full of earnest young politicos and malcontents, eager to make a change for the city, one way or another. Gaining access to the building in the form of a key should be a minor adventure for anyone seeking this faction out. It is difficult, but not impossible, since the group is an open secret; that is, everyone knows about the nationalists, but not a lot of people know who they are or what they want. The nationalists meet every fortnight during the dark of the moon and the full moon to discuss the best way to get the corruption out of their city. They are not dangerous to players unless the players side with the government or claim to represent the entrenched bureaucracy. For information on joining the nationalists, see The Nationalists sidebar. The Armory Located next to the western gate, the armory is actually a small, walled district of public houses and barracks, with stables, blacksmiths, armor and weapon smiths, and leatherworkers — all servicing the needs of the mercenary groups that are paid to protect the city-state and its related holdings. There is a pass-through, an inner gate via the city jail that allows access to the rest of the city. There are always guards and soldiers hanging around in this enclosed area. They live, eat, drink, and fight within the walls, and typically handle their own affairs before things get out of hand. Non-military characters will stand out and be questioned incessantly as to their business in a polite but firm matter. Locals with business to conduct do so quickly and efficiently, which is exactly how both citizen and soldier like it. Needless to say, with so many armed guards around, a thief would have to be crazy to try to pull a job in this area. City Jail The city jail exists within the converted gatehouse that separates the armory from the rest of the city. The portcullis that once raised and lowered to restrict access is long gone, its chain and winch removed and the gate itself repurposed a hundred years ago. Two doors face outwards toward the Agora, and they lead to a processing area and the spiral staircase beyond leads down into the converted dungeon or up to the still-functioning guard stand, where members of the city watch working off an infraction or a temporary punishment keep a bored eye on the city market. In the event of a large-scale disturbance, a bell is rung and the rest of the garrison can be summoned. The City Park An open space full of trees and flowers not native to the region, this park boasts cobblestone walkways and manicured lawns. The locals consider the park to be vainglorious excess, but the politicians and the visitors consider it a feature, and so the park is always full of visiting travelers, often in the company of a retinue of guards and dignitaries. Around the edges of the city park, a number of ambitious merchants and hustlers are always on hand, selling overpriced food and drink, or trying to get gullible newcomers to purchase the deed to the park for pennies on the dollar. THE NATIONALISTS The nationalists have two goals: uniting the three citystates under a central government and ousting the criminal element from the local (and national) infrastructure. They are idealists all, and devoted in their endeavors, which include, but are not limited to, spying on known criminals, thwarting criminal enterprises, exposing corruption in the church and state — bringing it to light with songs, poems, and occasionally printed matter — and constantly pressuring the law to crack down on all of the above. To say many despise them is a gross understatement. Joining the nationalists is easy; all one has to do is show up to one of the meetings and profess the intention to help the cause. Player characters so doing are asked to complete a task or two and, if they are thieves of any kind, that task will assuredly involve breaking and entering and obtaining proof of criminal corruption — for the greater good, of course. As a faction, the nationalists have scant resources to offer the characters. But they are always ready to act as accomplices for larger plans and provide safe harbor for fugitives in need of a place to rest and recuperate. The nationalists are allowed to operate because they keep their heads down and are, at best, minor nuisances. If that should change for any reason, or if the deeds of a few new recruits should become well known and place the entrenched corrupt players in the spotlight, the nationalists would find themselves with large targets upon their backs.
Gazetteer 41 The North Side Only the wealthiest and most influential people live on the north side, in the neighborhood surrounding the king’s palace. As the homes run from the city park to the king’s palace, the ground slopes gently upward, meeting the walls of the palace at the edge of a sharply defined hill. It’s impossible not to look up to the residents of the north side. Mansions, two and three stories tall, break the symmetry of the rooftops, allowing for some of the wealthier citizens to look down upon their less-affluent upper crust neighbors. Politicians, priests, and many merchants call the north side their home. THE HOUSE OF NABONIDUS Located closer to the city park than the palace in a semblance of modesty, the House of Nabonidus, the Red Priest, is actually one of the most feared places in the Red City. Known colloquially as “the Murder Castle”, this three-story mansion has been heavily modified to suit Nabonidus’ more sanguinary tastes. No member of the upper class is as influential, as powerful, or as thoroughly corrupt as Nabonidus, the Red Priest (an honorific, rather than an actual title). His ruthlessness, coupled with his vast connections and deep pockets, virtually guarantees that his side business of influencing economic trends and policies, arranging for thefts and seizures of whatever he desired, and his amassing of exotic antiques and tomes for his bizarre devices are always successful. This estate has high stone wall as tall as two men, and the inner and outer edges are rimmed with shrubbery and tall trees that cast deep shadows across the walled garden. Inside the house, in addition to Nabonidus, are two servants: a cook and the majordomo, Joka. A third inhabitant, Thak, is never seen, but often heard in the upstairs apartments. Nearly every room in the house features some form of fatal encounter. The estate is a giant mechanical death trap that only Nabonidus can operate and navigate with ease — and possibly Joka, as well. What these traps and devices are is left up to the gamemaster to decide, but some things are known about the house. Nabonidus and Thak are described in detail on pages 86 and 94, respectively. Ground Floor An entrance hall which leads in three directions, as well as stairs leading to the second floor. To the left is a sitting room, followed by a study. To the right is a meeting room, followed by a conservatory. In the center is a circular dining room. Going up the stairs leads to a circular gallery around the dining room and the stairs continue up to the third floor. Possible hazards Nabonidus might have readied could include poisoned food, a floor opening that deposits victims in the dungeon below, or even hidden blowgun darts that fire when books are pulled from a shelf. Second Floor In addition to the large gallery, there is a balcony overlooking the garden in the back. Five bedrooms are here, including Nabonidus’ room at the end of the long, broad hall. Possible hazards include blade traps over bed, poisonous animals released through a hatch in the wall, and chutes that deposit victims in the dungeon below. There are no traps in Nabonidus’ bedroom. Third Floor Storage space, servant’s quarters, and a small observatory. Possible hazards are that both of the servant’s quarters are airtight and the air can be sucked out of the room, creating a vacuum that suffocates the inhabitants. There is a control room with mirrors for spying into the various rooms of the dungeon, as well as operating mechanisms for many of the traps. The mirrors can be adjusted to peer into several different basement rooms by opening and closing valves and adjusting levers on the copper tubing. Stairs in this room lead down into the dungeon in the basement. Dungeon Level Copper tubing runs across the ceiling in a confusing array. There is a long, wide corridor in the center and several rooms on each side. Two of the rooms are actually sunken chambers ten feet deep. One of the rooms seals with thick glass and can be flooded with gas. The other room can be flooded with water. The greatest danger in the dungeon level are the pits: one of the pits’ walls slowly comes together to crush victims, and another pit can be filled with corrosive acid to quickly dissolve bodies, leaving only metal behind. The central corridor feeds into the sewer, and the entire basement can be flooded so that the corpses and remnants of Nabonidus’ victims are easily washed away into the river. The entrance to this sewer under the house has a spear trap over the mouth of the pipe.
42 CHAPTER 2 The King’s Palace The loftiest and most expensive land in the city lies on the hill upon which the king’s palace rests. This castle is actually a small keep with defendable walls and a well-maintained, if not opulent, inner tower. For infrequent entertaining, the gates are thrown open and parties are held all around the small tower on the grounds. Inside the tower, on the ground floor, a small phalanx of royal guards lives and works. The second floor is dedicated to the affairs of state. Stairs leading up to the second floor flank the left and right side of the hall on the ground floor. Up here, the king holds court with the politicians and priests and merchants and citizenry, depending on how one interprets his bizarre and complicated schedule. The king, Koval Cedomir, resides at the top of the tower with personal guards and council at his beck and call. Smaller, mostly empty chambers are found up and down the hallway leading to his bedroom. No guests stay overnight at the king’s palace. The Sewers Part of what makes the Red City so desirable as a destination is its ancient sewer system which takes the muck and filth of civilization and deposits it in the swamps southeast of the city. There are several entrances to the sewers within the city, but few people venture down there for fear of getting lost in the twisting and turning corridors and, of course, the persistent rumors of foul creatures dwelling just below the pavement, waiting to snatch anyone foolish enough to go blundering around in the dark. STREGOS, THE SLEEPING CITY Closest in proximity and attitude to Zamora, Stregos is the oldest Corinthian city-state, razed to ruin and rebuilt at least once in its long history. Thieves and outlaws are regularly seen parading up and down Mornaget Street. Many of the smaller, more vocal, and more extreme religions that were displaced from other countries made their way to Stregos to practice freely, if not openly. Those not seeking a more stringent lifestyle should avoid anyone wearing acolyte’s robes. The governor of Stregos dictates much of the city’s attitudes, customs, and traditions. Currently, the temples enjoy a free hand to convince others to worship, sometimes by force. The Great Market Commerce is wide open in Stregos, and the Great Market is where everything is bought and sold. This large, open square is rimmed with small shops with storefronts below and single room apartments above. A few of the newer buildings have a root cellar carved out of the packed earth foundations, allowing for more storage of things AFTER “ROGUES IN THE HOUSE” This sourcebook is set near the beginning of Conan’s career, allowing player characters to potentially run afoul of Nabonidus, or face Thak on their own. For campaigns set after the events in “Rogues in the House”, the gamemaster should feel free to use the following conditions or simply create others as required. ■ The house is currently owned by the Temple of Anu, but it is locked and under constant guard after the death of several looters. Nabonidus is said to have perished in one of his own death trap chambers below the earth, and his body was never recovered due to the dangers of navigating the house. ■ Strange lights are seen in the windows at odd hours of the night, leading to rumors that the ghost Red Priest haunts the house. The temple guards do not venture onto the grounds or into the house, preferring instead to keep their distance, stationed at the chained gate, and mutter prayers when something moving in the house catches their eye.
Gazetteer 43 like potables and vegetables. Equipment can be purchased here, though the prices fluctuate wildly from day to day, depending on availability. Mornaget Street Crossing the northwestern edge of the Great Market at a diagonal is a short, narrow lane that is home to the thieves of Stregos. Only three blocks long, this is where enterprising player characters can pick up work, replace a broken grappling hook, or Carouse. All of the locals know what Mornaget Street is and avoid it unless they have business there. The Sow’s Ear Located on the odd, triangular block that forms from Mornaget Street cutting through the northwest corner of the Great Market, The Sow’s Ear has a reputation for being dark, dangerous, and unpredictable. There are back exits that open up on either side of Mornaget Street, which makes the Sow’s Ear ideal for a dark, drunken rendezvous. The Philosopher’s Quarter Stregos had aspirations of culture at one point, and the city planners set aside a small neighborhood for temples, monasteries, schools, and libraries. Very little of that original plan remains, but the area is still known as “The Philosopher’s Quarter”, albeit with a hint of mockery. As Stregos opened its arms to accept the refugees, political and otherwise, many of the more extreme personalities settled in the Philosopher’s Quarter, where they could quarrel and bicker with other like-minded zealots until they were blue in the face. Many of these small, stately buildings have courtyards flanked with low stone walls where the devoted hold court and orate at length. The zealots took over this portion of the city but the governor, Durian Wol, believes that a dose of religion keeps the population in line, and so he lets the priests and reformers have their way, provided they keep their murder and skullduggery in the temple and not out on the streets. Patrols through the Philosopher’s Quarter do little to curb the regular disappearances that take place there. Smoke Street In the heart of the Philosopher’s Quarter is Smoke Street, a wide and well-kept thoroughfare with an array of temples and churches on both sides of the street. Smoke Street is so named because of the acolytes who regularly burn incense, offerings, and sometimes worse in the name of their strange, foreign religions. Their constant ministrations put a blueblack haze over the street that sometimes blows into one end of the Philosopher’s Quarter or the other, with appropriate blasphemous remarks from the unbelievers. Due to the volatile and sometimes predatory nature of some of these lesser cults, most citizens avoid Smoke Street after sundown. There is a reason why some of these cults and religions were kicked out of the flourishing nations in the dreaming west. If any player characters appear weak, confused, or frightened while traversing Smoke Street, especially after dark, they are set upon by opportunistic zealots looking for an offering of flesh and blood to one of their heathen gods or goddesses. The Merchant’s Quarter Located between the Great Market and the north gate that leads to the Road of Kings, this neighborhood caters specifically to the needs of the caravans and their retinues. Here wagons can be mended, pack animals bought, sold, or merely stabled, mercenaries hired, and coopers and smiths sell merchants empty barrels, crates, jugs, strong boxes, and anything else needed to survive the long and perilous trip. The Public Square At the end of Smoke Street, before it widens to become the Great Market, there is an open pavilion with a fountain in the center, adorned with three women of different ages, each carrying jugs that empty endlessly into the basin. The young girl, the mature woman, and the old crone have no names that the people of Stregos can recall, but people gather under them to debate and discuss politics, religion, and the fates. For many people, this is as far up Smoke Street as they will venture.
44 CHAPTER 2 Rabble-rousers and politicos can always be found in this crowd, along with minor politicians and their entourages, all operating under the watchful eye of the city guards. Thanks to the guards, the Public Square is sometimes used as a neutral meeting site. There are always at least two city guards on hand, and during festivals or religious holidays that number doubles or triples. Anyone creating a ruckus will be arrested and fined. The women in the fountain are the Sister Nyrns, and they were placed at this site by the Hybori long ago, but the purpose has been lost to time and conquerors. Though cracked and weather-beaten, this is a popular spot for young lovers and visitors to the city to spend time listening to the speakers. The Flats The south end of Stregos sits next to the low land valley, and part of the city runs along those low slopes. This neighborhood is where the working families and the destitute live and work and beg. The neighborhood is uncharitably called “The Flats” because of the low flat-roofed buildings that make up so much of the area. These roofs do not drain water and so the area has a moldy stink about it. The smell of human waste and the humidity make this neighborhood unbearable to people unused to such conditions. KROTOA The smallest of the city-states, and also the newest in terms of development, Krotoa is situated in the valley of the southern mountain range that separates Koth and Ophir. Krotoa established itself as a gateway to both countries. What Krotoa lacks in corrupt bureaucracy and ill-gotten gains, it makes up for in fighting spirit. Krotoa has a small standing army that it pays, and it buys mercenary companies to keep their retinue sharp and their skills polished and also to bolster the ranks in the event of a campaign. Because of Krotoa’s military strength and lack of graft, they have made great strides serving as a national jail for the criminal element. Nervous thieves from Zingara to Brythunia speak in hushed whispers of the gaol of Krotoa. Krotoa is not without its weaknesses, however, and the strength of its morality regarding the law is certainly susceptible to an abuse of power. For the right price, a political adversary can disappear in the Grand Gaol, interred forever, never to be heard from again. In an age of political instability, Krotoa’s favor is heavily courted by regimes both foreign and domestic. The Walls of Krotoa One of the things that makes Krotoa so unique is its origins as first a fortification, then a keep, a walled village and, finally, a thriving city-state. Rather than remove the old walls, the inhabitants of Krotoa simply knocked down sections of walls as needed and built up new structures over and around the walls that remained. This gives the streets of Krotoa a labyrinthine quality that makes it particularly hard to navigate for newcomers. The Grand Bazaar At the intersection of the old fortress wall, the old keep fortification, and the remnants of the walled village lies the Grand Bazaar, a twisting and turning set of streets literally lined with merchants selling goods and services from all over Corinthia and its neighbors. Luxury items and lifestyle items for Carousing can be purchased here. The Devil’s Tail This small, unassuming side street needs to be pointed out to newcomers who are looking for it. It’s also known as Apothecary’s Row, and it’s a narrow alley that is full of reagents and ingredients necessary for sorcery, alchemy, or other mischief-making. The street and its merchants are kept well stocked by the black-market trade from the southern kingdoms.
Gazetteer 45 The Frayed Rope Located near the back of the Garrison District, the Frayed Rope shares a common wall with the city’s Punishment Square. Here is where the reprobates and ne’er-do-wells that make up Krotoa’s small but dedicated underworld meet, drink, and plot, often in elaborate language and jargon-riddled doublespeak, to better confuse the uninitiated. Any thieves not from Krotoa attempting to talk to thieves from Krotoa must make communications tests at one difficulty level higher unless the conversation takes place in private and the fellow thief is sure they are alone. The bar is usually crowded during executions. Every time the noose drops on a poor soul, the assembled raise a glass in silent tribute. The City Courts This impressive structure stands beside the old keep, now known as the Grand Gaol. It’s the newest structure built in Krotoa, a temple dedicated to the law and its enforcement. The magistrates gather, along with the public defenders, on the tiered steps to debate the finer points of law on a daily basis. Once a week, court is convened and the judge hears all matters civil and otherwise. Criminal acts are usually swiftly decided and dealt with. Complicated cases, involving state law or foreign agents, are scheduled for the High Court, a rare occurrence. It’s nearly impossible to win a case without an advocate to argue for the person. Public defenders are fairly easy to obtain, but you get what you pay for. Other rich men have the luxury of buying or retaining private advocates who know the inner workings of the City Courts intimately. They cost much more gold to retain. The Garrison District The old Keep is still intact in Krotoa, thanks to its close proximity to the mountains and a set of well-kept high and wide walls. Inside these walls the mercenaries and city guard live and train and fight and gamble and carouse. The remnants of the old fort hold a half-dozen useful businesses, such as the city armorer, the city blacksmith, and the city weaponsmith, and they are kept busy with the soldiers’ constant needs. The Keep’s original gate is closed at sundown and reopened at dawn. Only official business bearing a court seal can open or close the gate at other times. The Grand Gaol Towering above the Garrison District is a five-story round tower with battlements atop it. Each floor above the first has a circular hallway that follows the staircase up to the next floor. Six rooms on each floor serve as jail cells for the absolute worst of the worst — political prisoners, murderers and brigands awaiting trial, enemies of the state, and other miscreants are installed in the twenty-four cells. Getting in or out of the Grand Gaol is said to be impossible. Guards are installed at the top as well as the bottom, and patrols walk the halls at night. Furthermore, there are rumors of cells for special prisoners that exist underground, guarded by monsters and fiends. It’s hard to know what’s speculation, what’s an outright lie, and what’s factual, as no one has successfully made it out of the Grand Gaol alive. The Commons The massive sprawl that separates the main gates from the Grand Bazaar is called the Commons, and it’s where most of the residents of Krotoa live. Despite the harsh penalties for crime, the citizens in the Commons are not above taking the law into their own hands if they catch a criminal. This large sprawling area includes small markets and stands for many basics and staples. The citizens in the Commons don’t have a lot, and they are mutually protective of what they do have. Any overt criminal activity generates a squad of concerned citizens who will try and break up the action, or stop the criminal. If they succeed and can recover stolen property or undo the damage done, they beat the thief unconscious and throw him into the nearest cistern. If the law has to be involved, the citizens will march the thief to the nearest stand of guards as a group, to better demonstrate the force of their complaint and force the guards into action. Provided no laws are broken or liberties infringed upon, the people in the Commons are stoic and decent and proud of their city and would go out of their way to help a traveler in distress. The Governor’s Mansion On the other side of the Grand Gaol, upwind from the stink of the Garrison and the wail of the prisoners, the current governor, Orso Almar, resides in a converted temple that was once dedicated to one of the Stygian gods, now long desecrated and removed. The building was chosen, in fact, because of its proximity to the old Keep, and there are persistent rumors that there is an escape tunnel that leads from below the old temple to the dungeons of the old keep. To date, no one has ever found the rumored passage… The governor himself is a severe, pious man, an ex-campaigner and decorated officer that left Nemedia because their military “lacked proper decorum and discipline”.
46 CHAPTER 2 One of the most powerful kingdoms in the west, second only to Aquilonia in military might and ambition, Nemedia is the intellectual and cultural center of the Western world. The church of Mitra is the dominant religion in the land, and the church enjoys a cooperative, if sometimes acrimonious, relationship with the king. Nemedians are obsessed with the remnants of the ancient culture upon which they have built their cities, their military tactics, and the trappings of their civilization. Tall and treacherous mountains divide Nemedia and Aquilonia in the west. In the north, the Border Kingdoms are little more than a nuisance to the mighty Nemedian army, as the divide is regularly patrolled by bands of knight-errants known as the Harrowers. Mercenaries also provide protection near the border of Corinthia for merchants traveling along the Road of Kings. Healthy trade keeps relations with Ophir and Corinthia civil, if not cordial. NEMEDIAN HISTORY AND BACKGROUND When the Hybori descended and conquered the region eons ago, they found the remnants of the ancient culture that preceded them. The history and artifacts and scrolls and tablets fueled a renaissance that accelerated the development of the barbarians dramatically as they modeled their civilization and culture on these old remains. When Mitra was declared the official religion of the kingdom, the Nemedians felt that they had met, and maybe even exceeded, the heights of their adopted ancestors. Nemedia has become the cultural and scholarly center of the Western world, thanks mainly to their standing army and their legendary defensive capabilities — tactics and techniques gleaned from ancient martial tomes, incidentally. Many a barbarian horde has shed their life’s blood on the immovable Nemedian shield wall. In matters of diplomacy, the Nemedians are quick-tempered, easy to offend, and slow to forgive. This makes dealing with them politically a challenge, to say the least. Trade caravans, diplomats, and envoys from other regions with an accompanying military escort are regular sights along the roads into and out of Nemedia — all the better to curry favor with both church and state. Nemedians on the whole are tall and strong, with square features and light to dark brown hair and blue eyes. MAJOR CITIES OF NEMEDIA The largest cities in Nemedia weren’t built upon chosen sites by the Hybori invaders; rather, they stumbled across standing ruins and moved in, the better to study the former culture. Belverus, the capital of Nemedia, has the largest and most complete set of ancient structures, repurposed for the Nemedians’ fair use. Numalia, some distance south, holds one of the finest Temples of Mitra. The Road of Kings bisects NEMEDIA AQUILONIAN PREJUDICE The only kingdom in the west that Nemedia fears is Aquilonia — aggressive, brash, and ever expanding their territory. Nemedia knows well that their tenuous alliance could crumble at any time. Any Aquilonian player characters needing to make Society tests against Nemedians find the test to be one step of Difficulty higher. Should the player character fail the test, they are unable to interact with the Nemedian in a peaceful manner.